GameSpot: What was the general feeling among the team when work began on Crysis 2? What did you feel that you needed to prove?
Jan Lechner: First of all, we were proud of what we had achieved with Crysis. Having worked on a game for three years and then witnessing how much people love it feels amazing. Nevertheless, we also knew that there were many areas we could do better and that there was still room for improvement.
Crysis was perceived as a technical beast that could melt down the strongest PC hardware. Crysis was made to last long in the rapid progression of PC hardware. But the fact that many people felt they could not max it out on their rig led to negative feedback. At times it was perceived as bad optimization on our end, so this time we wanted to prove that we could do the same on consoles.
GS: How do you perceive some of the negative reaction from PC players? Did you expect the vocal vehemence based on a perceived step backward in visuals and sandbox gameplay?
JL: Yes and no. We understand that many PC gamers were expecting yet another big step forward in visuals as we did with Crysis since the game set an incredibly high benchmark, especially in terms of graphics. From the beginning of Crysis 2 development on, it was our goal to exceed our own benchmark and deliver an even better gaming experience with Crysis 2--not only in terms of visuals, but overall experience. The change of the setting resulted in the fact that the gameplay is one of the biggest differences between Crysis and Crysis 2.
A city does not provide you with the open spaces of a jungle, but at the same time a city definitely offers a wide range of new experiences and offers many different areas that players can use as playgrounds. The destruction of the city allowed us to break the game space open, but we also could not overdo it and risk losing the feeling of New York. We added the vertical gameplay and combat approach that provides the player with many interesting and different gameplay layers. The players are not just confined to the ground and streets. They can jump between different floors or onto buses or trucks, drop down into craters and fissures in the streets, and leap from one building to the next. We didn't take a step back in sandbox gameplay; rather, we transformed it into something that we could apply to the setting of Crysis 2. The game combines the intensity of a linear FPS experience with the open sandbox gameplay and spaces Crysis is famous for.
GS: If you had made Crysis 2 just for the PC, technology aside, do you think you would have designed the game differently--for example, done a different setting or had a different kind of multiplayer?
JL: We could not have created a game with the scope, scale, and multiplayer features of Crysis 2 if it were a PC-only title. The PC market just does not support that cost of development, but going multiplatform does. The decision to go multiplatform has allowed us to bring a better game to everyone, which has been our goal all along.
http://www.gamespot.com/features/6312998/crysis-2-final-thoughts/p-2.html