New crysis 3 video

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tommo123

Platinum Member
Sep 25, 2005
2,617
48
91
the dx11 pack was released just 2 months after the game launched, far from "much later".

the download came in at well over 2GB, so i would hardly refer to it as a simple patch or tacked on download, and it made a world of difference in game. the hi-res pack was nice, but maLDo's pack was far better and really takes the game to a new level.

why go back, you ask? i personally couldn't enjoy crysis 2 until i got a chance to play it with the aforementioned textures pack and dx11. before that, my opinion of the game was similar to yours.

playing it now with all bells and whistles turned on and no HUD command is both a visual spectacle and an immersive gaming experience that i thought i'd never get from this game, but that only occurred because i gave the game a second go after being thoroughly disappointed initially.

i say go back for the visuals alone if nothing else, plus, the game itself isn't half-bad either.

look at this post if you're interested in seeing how much of a difference dx11 plus proper textures make in this game.

http://forums.anandtech.com/showpost.php?p=34404720&postcount=29

i'll have a look but the gameplay won't have changed though.

as for "much later". i had long completed the game by the time that patch came out although i had to use a trainer due to that nano points bug (it reset each time you started the game so couldn't upgrade).

before i look back at C2, i want to (via the other crysis thread) revisit the original with a few mods on.
 

Zenoth

Diamond Member
Jan 29, 2005
5,202
216
106
So I read the description of the video, and I like how it says "Hyper intelligent A.I.", when in the video the A.I. proceeds to run towards the player when he's guns blazing. I don't know when video gaming industry will really benefit from actual A.I. improvements. It did happen from time to time in the past. From Half-Life and SWAT 3, to F.E.A.R., STALKER and Dishonored, and a few others including lesser-known A.I. improvements in other game genres such as RTS games, with Total Annihilation, Rise of Nations or Supreme Commander and more. Yes, sometimes some developers here and there do try it. But overall A.I. in 2012 just isn't that different from A.I. back in Quake or UT 99's bots. Sure I'm generalizing. Alright, in today's shooters they got climbing, jumping and swimming animations and they can jump onto platforms, or climb a wall or go up a ladder to get to you, or swim underwater and follow you, so sure... improvements right there I guess.

But I understand why, I know it's a question of money and that graphics sell. I just kinda shake my head every time I see pretentious ads like "Hyper Intelligent" A.I. for this or that game when in the very same video demonstration they pretty much slap themselves or shoot their own foot. I mean what's the point, actually, at pointing at your latest game's A.I. and tell us "Hey! Look! Our A.I. in this game is Hyper Intelligent!" when in reality no one gives a rat's arse anyway? Let's put it differently then, would it make THE different between buying or not buying a game if you KNEW that the game's A.I. was good "beyond current A.I. standards"? I bet you wouldn't. It would depend on the game's genre, context (maybe its story too), and of course if the graphics don't look like it was made back in 2004, and as long as such criteria is met you'd be happy enough to buy it, right?

Really, for anything like Crysis 3 or any other games that have yet to be released or have been released only recently (or this year anyway) there is no point at showing off your A.I., either don't... or don't. It is not a selling point, and that's unfortunate but it's true nonetheless. I remember back when Mass Effect 3's demo was released... AFTER its release when people finally completed it and went on forums to comment about it, THEN they mentioned how the A.I. in comparison to ME1's and ME2's was so much improved (and it is true)... BUT... was it EVER actually advertised as being part of a significantly new and important feature in ME3? No, never. I mean internally during development and testing maybe some guys saw what the A.I. coders did and they got their due praise from their colleagues, and that's cool, but it's not like BioWare pumped up their chest with pride about that. It was "discovered" only when players finally got to play the demo and that's it, the game sold well and it was never due to the A.I.'s improvements in comparison to the previous two titles. The exact same occurred with F.E.A.R. and no one noticed until it was finally "revealed" (mentioned) by reviewers just prior to release (but was never really advertised per se from either the developer or publisher).

Why I am talking about this here specifically is simply because personally I am disappointed at seeing big "AAA" (with big budget) dev studios spending so much time on improving graphics, textures and physics when obviously A.I. is trailing behind by a couple of light-years distance. Sure our new engine can do DX11, it has some of the best lightning and shadow effects, and the best "real time" physics effects you'll ever witness in video gaming (until the sequel is released next year). But don't expect more than enemies pupping out of cover every five seconds or doing a dodge roll to the left with the exact same animation every time when you throw a grenade, and also don't expect them to find a way out when they get their legs stuck inside the polygons of a stair case (seen that so often in Crysis 2). And don't expect them to "investigate" the source of your gunfire's sound for more than three seconds until the color-coded "alert status" of the enemy that is shown on your HUD gets back to green so you can resume as if nothing happened, whilst the enemy isn't intelligent enough to find out that it was given a 10 seconds-long memory.

This reminds me Oblivion and Skyrim's A.I...

* Shoots arrow from stealth mode at enemies' forehead *
* Bandit's forehead is impaled from inside out by said arrow, keeps looking at campfire *
Bandit: "Is anyone there?!"
* Bandit stands up, forehead still impaled, death is late to the party *
Bandit: "Huh, must have been the wind..."
* Bandit proceeds to go back sitting at campfire *

Look, yeah, Crysis 3 looks good, but I'm afraid that's all it's has going for it for now. If Crysis 3's A.I. really DOES end up being "Hyper Intelligent" then sure enough that specific video "demonstration" did not "demonstrate" that part (while that part is being advertised, so yeah make up your mind, devs). But... sure, it does look good.
 
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Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
I don't know when video gaming industry will really benefit from actual A.I. improvements.

I really think two of the biggest advancements that can be made in video games are AI and better writing / character development.

You can go back and play F.E.A.R., which was released in 2004, and find that it has AI characteristics that are as good, and actually BETTER than a lot of games today.

Crysis also introduced a pretty big step forward. I read an article one time about how Crytek developed some new techniques for AI machine-state handling. Until that game, I had not seen AI navigation at that level (I remember shooting at an NPC on the ground from the top of a building....the NPC ran into the building and up 3 flights of stairs to get to me.....I was impressed!).

Where Crytek failed, and CONTINUE to fail, is giving you NPC's with any kind of individuality or personality. They're so boring, you might as well be shooting at paper targets. It's really a shame, because if you dig around the SDK enough, you'll see that there is a really great AI system available!

I think AI in Crysis2 was gimped because of consoles. Remember how the FPS would tank in Crysis when multiple NPC's were involved in a firefight? That's not gonna fly with console hardware.

For all the flack Ubisoft got from FarCry2, at least they put some serious effort into giving NPC's more individual personalities - more varied voice scripts and behaviors.

Injured NPC's would crawl behind cover and wait for you to come looking. If another NPC noticed the injured NPC, they would pick them up and drag them to safety. NPC's would jump into vehicles and run you down from significant distances. These are a lot of characteristics that aren't even present in FarCry3!! What happened? Why did they go backwards?


I personally would like to see AI head in a direction with fewer NPC's, but smarter, more individualistic NPC's. I want enemy characters who hide behind cover and slit my throat when I walk by. Who won't lose interest when they detect me or see one of their fellow NPC's down.

I would like to see a range of emotional response. We already have NPC's that act badass and charge at you without regard. How about an NPC that is inexperienced and scared.....who decides it's not worth it and puts down his weapon? There are so many possibilities.
 

tcG

Golden Member
Jul 31, 2006
1,202
18
81
Looking at this plus the Crysis/CryEngine 3 tech demo released a few months ago, it seems like Crysis 3 is going to set the new benchmark for the best graphics. Definitely a step above the current kings.
 
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GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
81
twitter.com/Crysis: "Suit Up: The #Crysis3 Multiplayer Open Beta begins January 29th for PC, Xbox360 and the PS3! Learn more here: Link"

BETA DETAILS

The Crysis 3 Multiplayer Open Beta will be released on Jan 29th, available to everyone on the PC, XBOX360 and PS3 platforms!

The beta is designed to give you just a taste of the full Crysis 3 multiplayer experience, and help the development team collect your valuable feedback.

In the Crysis 3 Beta, you’ll be able to suit up, team up with your friends, level up to rank 10, and customize your Nanosuit with different weapons, attachments and suit modules.


BETA MULTIPLAYER MODES

Hunter Mode:

This multiplayer game mode is all about the survival of the fittest. There are two teams, initially comprised of two permanently cloaked “Hunters”, and up to fourteen CELL troopers awaiting extraction. Each trooper slain respawns on the Hunter team to prey on their former allies, building to a frenetic climax. If any of the troopers survive the round, the hunters lose. Whichever way you play, Hunter Mode delivers a heart-pounding test of strategy and survival.

Crash Site Mode:

This multiplayer game mode is the ultimate King of the Hill type experience. An Alien dropship deploys a pod at random around the map. Players on each team must remain near the dropped pod in order to capture the zone and accumulate points. Each alien pod holds two shields players can utilize defensively as weapons. In addition, each Crash Site map will have a “Pinger”, a CEPH-constructed walking weapon of mass destruction. But be careful, other players can hijack the Pinger while you’re inside of it!


BETA MAPS

Museum:

Roam the dark ruins of the museum that's located inf downtown Manhattan, and use the verticality to your advantage.


Airport:

Close to the financial district, nature has taken over buildings and planes in this open fields area.


*CRYSIS 3 BETA TRIAL STARTS JANUARY 29, 2013 AND ENDS FEBRUARY 12, 2013. SEE WWW.ORIGIN.COM FOR UPDATES. VALID WHEREVER PRODUCT IS SOLD IN THE UNITED STATES. YOU MUST BE 18+ TO PARTICIPATE IN THE BETA TRIAL. BETA TRIAL PARTICIPATION REQUIRES AN ORIGIN ACCOUNT AND ACCEPTANCE OF THE BETA AGREEMENT. OFFER MAY NOT BE SUBSTITUTED, EXCHANGED, SOLD OR REDEEMED FOR CASH OR OTHER GOODS OR SERVICES. MAY NOT BE COMBINED WITH ANY OTHER OFFER, GIFT CARD, REBATE OR DISCOUNT COUPON. VOID WHERE PROHIBITED, TAXED OR RESTRICTED BY LAW.
 
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TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
I really think two of the biggest advancements that can be made in video games are AI and better writing / character development.

You can go back and play F.E.A.R., which was released in 2004, and find that it has AI characteristics that are as good, and actually BETTER than a lot of games today.

Crysis also introduced a pretty big step forward. I read an article one time about how Crytek developed some new techniques for AI machine-state handling. Until that game, I had not seen AI navigation at that level (I remember shooting at an NPC on the ground from the top of a building....the NPC ran into the building and up 3 flights of stairs to get to me.....I was impressed!).

Where Crytek failed, and CONTINUE to fail, is giving you NPC's with any kind of individuality or personality. They're so boring, you might as well be shooting at paper targets. It's really a shame, because if you dig around the SDK enough, you'll see that there is a really great AI system available!

I think AI in Crysis2 was gimped because of consoles. Remember how the FPS would tank in Crysis when multiple NPC's were involved in a firefight? That's not gonna fly with console hardware.

For all the flack Ubisoft got from FarCry2, at least they put some serious effort into giving NPC's more individual personalities - more varied voice scripts and behaviors.

Injured NPC's would crawl behind cover and wait for you to come looking. If another NPC noticed the injured NPC, they would pick them up and drag them to safety. NPC's would jump into vehicles and run you down from significant distances. These are a lot of characteristics that aren't even present in FarCry3!! What happened? Why did they go backwards?


I personally would like to see AI head in a direction with fewer NPC's, but smarter, more individualistic NPC's. I want enemy characters who hide behind cover and slit my throat when I walk by. Who won't lose interest when they detect me or see one of their fellow NPC's down.

I would like to see a range of emotional response. We already have NPC's that act badass and charge at you without regard. How about an NPC that is inexperienced and scared.....who decides it's not worth it and puts down his weapon? There are so many possibilities.

It'd be cool if they made an "AI Patch" for people who had rigs that could support advanced AI without bringing down the system. As you stated, the gimped AI in C2 was most likely a result of console limitations. A seperate AI patch for capable machines would be awesome. It could just be a simple expansion on animations, reactions, etc.

I've worked with the CryEngine/Sandbox and there ARE parameters in AI flow charting that you can toggle on/off. Why not build up advanced AI and just toggle off the tough stuff for the consoles?

Not sure.