Secret level in Crysis 2 demo
Crytek sneaks out new map to select few.
Gamers playing the recently released Crysis 2 demo appear to be gaining access on a random basis to a second map, entitled Pier 17.
Eyebrows were raised at the size of the 1.8GB size of the Xbox Live download, especially when it was discovered that only one map - Skyline, set on the rooftops of New York City - was contained within the demo. However, recently, the new Pier 17 map appears to be manifesting to select players.
Unfortunately we haven't been lucky enough to stumble across the map during our play sessions, but YouTube user ITheFatNinja has, and had his capture card ready, giving us our first glimpse at the new level.
An extended capture of the Pier 17 level, as posted on YouTube by user ITheFatNinja. Some might argue that it's a somewhat more impressive stage than the default Skyline map.
Pier 17 looks to be considerably more expansive and detailed than what we've seen thus far in the Skyline map and also demonstrates CryEngine 3's real-time global illumination tech in a somewhat more spectacular manner. The lighting in most games is actually mostly pre-calculated, or "baked in" to the levels - CryEngine 3 does it all in real-time, allowing for greater flexibility to level designers and potentially more dynamic lighting options in-game.
Unfortunately, getting access to the level appears to be a case of raw luck, with the stage very occasionally appearing on the voting screen for the next map.
Posting on the MyCrysis forum, Crytek staffer cry-tom discussed the Pier 17 situation.
"Some players may have noticed a map other than Skyline enter into their map rotation. This is not in error, but due to us testing playlists and backup systems. However, this other map will not be widely available in this demo period, and therefore you will not be able to unlock it yet," he said.
"During this demo and the period up until launch we will be adjusting and balancing the game and fixing bugs, and we will announce in the coming days what happens after the end of this 360 exclusive demo on Feb 4th."
Digital Foundry's analysis of the demo will be posted on the weekend.
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Comments (31) Latest comment 1 year ago
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I played on that map last week.
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Getting a game on the demo also appears to be a case of "raw luck", it took me 15 attempts to connect to a game last night!
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Make sure you check back this weekend
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What do you consider coming out that is not a generic shooter or at least the multiplayer since that's what shown in the video.
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While I understand what you're saying, once you get used to using the nanosuit, as well as the environment itself, it because a very different game from CoD. Take a look at this vid, as it gives a fair impression of what multiplayer can be once you become adjusted to not just thinking in terms of shoot-shoot-bang-bang http://www.youtube.com/watch?v=QK2KurTZ7Lw
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Well the jumping differs depending on how long you press it. If you tap it then it's the same jump. I think you're also the only one I've seen that's had a problem with the ledge climbing. It has worked every single time for me at least. And 'the camera jolts to much when climbing a ledge'? Now you're just nitpicking as that has no baring on gameplay at all. I bet you couldn't keep your head still doing the same thing. It's not like you need to actually look at anything while you're climbing and it's over in a second. It's called risk/reward. You get more movement options but you have to accept your helpless while clambering.
The controls are fine. Up the sensitivity and it feels pretty good to me.
The more I've played the demo the more I've gotten into it. There's enough difference from COD to make it worthwhile, I found it overall a lot more thoughtful once you get a handle on the suit abilities.
I haven't had a chance to play Pier 17 and would welcome the chance to play a more expansive map.
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Yeah that pretty much shows how good Crysis 2 can be when you know what you're doing.
It's a Day 1 for me. Hopefully the demo has shown them that they need to sort out the lag issues.
I went from quite liking the demo, to disliking it, now I think it's excellent.
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That argument holds no ground for me I'm afraid. People seem to have this notion that a shotgun is solely a close range weapon. That's videogame logic. Shotguns have quite an effective short to mid range.
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Cryengine 3 just doesnt look the business on the consoles, considering all the hype i thought it would be like when i first saw the original gears of war in HD many years ago.
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I concur with AdamAsunder,the shotgun's range my not be what you'd like it to be but shotguns are extremely effective at mid-range in the real world.
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Technically, it's... OK. But the texture popping and shadow popping is pretty bad, and detracts from the experience. The shadow draw distance is incredibly small. You can see shadows popping in from about 10 meters away as you walk.
The game itself is uninspiring. The controls, feel and heft are just plain bad.
The weapons are a joke. It really emphasises the "pray" part of "spray and pray". Why bother using a gun when you can just punch someone to death in one hit?
We've seen urban ruin just too many times. It's well done, apart from the LOD and texture popping issues, but it's also BORING.
This game shows that you can have all the rendering technology in the world, but without attention to detail and good design, it's all for nothing.
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Killzone 3 ran flawlessly for myself, maybe I just didn't notice the texture issues, overall much preferred it to crysis 2, want to give it another go though, see if any issues been resolved .
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]http://imagequalitymatters.blogspot.com/...[/link]
a tech analysis of demo
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]http://imagequalitymatters.blogspot.com/...[/link]
a tech analysis of demo
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I fully recognize that there could well be some negative aspects to Crysis 2 that simply aren't visible in this video. It was the same case with Killzone 3. In the videos I couldn't see much aliasing, but when playing the game it is pretty noticeable.
I honestly don't care which one looks better because I already know that I am getting both. I just find the technology side of games to be interesting. I guess that is why I even read Digital Foundry.
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You tell me:
http://www.lensoftruth.com/?p=27725
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I know you tap it to jump and hold it to jump higher - that's not what I was talking about. I'm talking about the delay between tapping the button and jumping. I don't see how anyone could think the controls on this are fine.
It's just another generic fps like COD, there's little to distinguish it from other fps games. A heat vision mode? Seen it before, rainbow six. Invisibility? Jumping around? Halo.
I don't see the appeal of a lacklustre consolized sequel to a pc graphics card tech demo. I'll stick to me battlefield with the destructible scenery. At least DICE are pushing the envelope.
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Almost perfect for a linear corridor shooter featuring heavily-blurred environments, a limited range of enemies, and an extremely limited range of environments, sure. If that's what you want in a game.
But most gamers -- anecdotally and sales-wise -- want more than that.
Competing engines and shooters have massive draw distance, massive sandbox environments, decent controls, film playback, heaps of vehicles (and the physics and AI to back them up), multiplayer offline and online co-op, heaps of game modes, editors, horde/zombie/firefight modes, etc. Not to mention FUN gameplay, interesting stories and (gasp) originality.
The Crysis vs Killzone argument is a bit moot when other games do it so much better where it really counts: gameplay, features, and fun. BOTH titles need to lift their game.
Bring on Resistance 3.