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Old 01-21-2011, 05:26 PM   #1
Zyinxz
 
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Is Crysis 2 PC Ported?

Does anyone know if PC is being ported from the xbox 360/ps3?

Or did they make crysis 2 on the PC and dumbed it down?
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Old 01-21-2011, 08:19 PM   #2
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We have absolutely no idea. None of us have actually played the PC version to tell you. But that won't stop people spouting off how Crysis 2 is
dumbed down."
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Old 01-21-2011, 08:53 PM   #3
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Since it's a sequel to a PC only game, I would assume it's a PC game that is ported over. HOWEVER since it's releasing at the same time, I think it's not a port at all. I think it's just another version of the same game on a different system. And I think your graphics will be fine. It wil look great, play great, and the console folk will experience the same quality the PC folk will.

P.S. Yes I did just say that the console versions will look as good as the PC version. Am I saying the PCs graphics will be lessoned so the consols will be able to support this, no I am not.
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Old 01-21-2011, 09:02 PM   #4
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Technically they say they can output to all 3 simultaneously with the new engine, so there's no real lead port. However they've only shown it off on the PC for the last 8 months or so, so it's been the one in the best shape technically.
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Old 01-21-2011, 11:15 PM   #5
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I guess it will NOT be a "port", as the Xbox 360 / PS3 / PC version were developed at the same time (so there's no finished version later ported to another platform, like 360 to PC).

- - -

However, since the game is being released on these 3 platforms, the game design, level design, level of details, etc... will be, IF Crytek does its job correctly, "compatible" with all 3 platforms.

Or Crytek is actually making 2 completely differents Crysys 2 at the same time, just because they feel so grateful to the PC platform, despite their tears on the piracy rates (whenever they are that high or not). Seriously.

What does it means ? (aka the "consoles" consequences)

* Game design :

- weapons have less recoil (compensating recoil on joystick is harder than with a mouse)

- firefights happen at shorter range (long range => mandatory sniper/scoped rifle), with weapons having a larger-than-usual fixed cone of fire (so even if you aim slightly of, you don't waste all bullets)(aka "SMG"ish cone-of-fire). All weapons needs to be balanced for that.

- cover system (if not, see problems cited later =>)

- health management includes auto-regen (or tons of HP pickups), since it's harder to get behind cover quickly with a pad without any proper cover system

- enemies don't throw grenades/hide too much (they might even never lean) : they need to be bigger targets and not just a small "head+an arm+a weapon" leaning at a corner of a wall. Or you need very protective cover system.

* Level design :
- as mentionned before, shorter range for firefights

- convenient cover-friendly obstacles

- little-to-no verticality in firefights and movement-under-fire, since with a pad it's harder to aim and move in full 3 dimensions (left-right + front-back is already tricky)

- you also need to control the level of details of each parts of the map, so avoid big open area or you'll have to tone down the details to keep the 30 fps on all the platforms. This lead to making more corridors than usual, because with that kind of level structure you can perfecly control the level of detail and the resulting framerate.

Anyways, we're not here to write down "Multiplatforming 101" (and 99% of "us" including me haven't the necessary skills for that), it's just a small list of the most common points.


Cross-platforming is not just about "dumbing down" your latest Crytek "tech demo" you wanted, just to show off to your consoles-playing friends you *were* the master race with your Maxed out settings, overheating GPU and sluggish 40 fps (I saw it happens IRL)

It's -also- about deeply changing the game itself, in all the elements of its design : gameplay, style, levels... everything.
/!\ Warning : A lot of consoles games are fun (I played and play some of them), the problem is the developers trying to force-feed us the SAME game (with only a few tweakings) on several different platforms. All platforms have their pro/cons.

Just look at TF2 on consoles : it wasn't designed for that and Valve even (somewhat) apologized for that release.

Now look at all the PC titles getting "consolized" : they are not designed for the PC platform anymore.


=> When you do multiplatforming, you have to make a CHOICE.

=> Make it a console game, or make it a PC game. You can't just ship it on both type of platform and hope it will end up "not that bad".

Sure, this will result in "much" more sales. However, this will result in "much" more dumbed down games.

Developers have to choose : specialized quality or universal crap.

Last edited by Sasquatchsliper: 01-21-2011 at 11:45 PM.
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Old 01-22-2011, 12:28 AM   #6
ddrkreature
 
 
 
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Quote:
Originally Posted by Sasquatchsliper View Post
What does it means ? (aka the "consoles" consequences)

* Game design :

- weapons have less recoil (compensating recoil on joystick is harder than with a mouse)

- firefights happen at shorter range (long range => mandatory sniper/scoped rifle), with weapons having a larger-than-usual fixed cone of fire (so even if you aim slightly of, you don't waste all bullets)(aka "SMG"ish cone-of-fire). All weapons needs to be balanced for that.

- cover system (if not, see problems cited later =>)

- health management includes auto-regen (or tons of HP pickups), since it's harder to get behind cover quickly with a pad without any proper cover system

- enemies don't throw grenades/hide too much (they might even never lean) : they need to be bigger targets and not just a small "head+an arm+a weapon" leaning at a corner of a wall. Or you need very protective cover system.

* Level design :
- as mentionned before, shorter range for firefights

- convenient cover-friendly obstacles

- little-to-no verticality in firefights and movement-under-fire, since with a pad it's harder to aim and move in full 3 dimensions (left-right + front-back is already tricky)

- you also need to control the level of details of each parts of the map, so avoid big open area or you'll have to tone down the details to keep the 30 fps on all the platforms. This lead to making more corridors than usual, because with that kind of level structure you can perfecly control the level of detail and the resulting framerate.

Anyways, we're not here to write down "Multiplatforming 101" (and 99% of "us" including me haven't the necessary skills for that), it's just a small list of the most common points.


Cross-platforming is not just about "dumbing down" your latest Crytek "tech demo" you wanted, just to show off to your consoles-playing friends you *were* the master race with your Maxed out settings, overheating GPU and sluggish 40 fps (I saw it happens IRL)

It's -also- about deeply changing the game itself, in all the elements of its design : gameplay, style, levels... everything.
/!\ Warning : A lot of consoles games are fun (I played and play some of them), the problem is the developers trying to force-feed us the SAME game (with only a few tweakings) on several different platforms. All platforms have their pro/cons.

Just look at TF2 on consoles : it wasn't designed for that and Valve even (somewhat) apologized for that release.

Now look at all the PC titles getting "consolized" : they are not designed for the PC platform anymore.


=> When you do multiplatforming, you have to make a CHOICE.

=> Make it a console game, or make it a PC game. You can't just ship it on both type of platform and hope it will end up "not that bad".

Sure, this will result in "much" more sales. However, this will result in "much" more dumbed down games.

Developers have to choose : specialized quality or universal crap.
Setting aside Risen and FEAR, what games have you played that had these problems, because I never saw it, heard of it, or anything relating to anything on it. Aiming is not hard, getting behind cover is not a problem, shooting while under fire is no different on any console you play(yes I'm calling the PC(no, WIN)/MAC a console), enemies do throw grenades in a lot of games, and in a nutshell the ports are just the same damn game, nothing major changed in most cases(no, graphics is not a major change, if changed).
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Old 01-22-2011, 05:38 AM   #7
Zyinxz
 
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I have one more question, what exactly is sandbox mode? Is it modding?
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Old 01-22-2011, 06:12 AM   #8
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Sandbox is open world, instead of the linear stuff we see these days.
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Old 01-22-2011, 07:15 AM   #9
Antichrist XVII
 
 
 
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Quote:
Originally Posted by Zyinxz View Post
Or did they make crysis 2 on the PC and dumbed it down?
No way to tell until I is released. I believe it will be, but other people are saying it won't be because it is Crytek. Thing is, they don't know it won't be dumbed down anymore than I know it will be.
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Old 01-23-2011, 12:35 AM   #10
Sasquatchsliper
 
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Quote:
Originally Posted by ddrkreature View Post
Setting aside Risen and FEAR, what games have you played that had these problems, because I never saw it, heard of it, or anything relating to anything on it. Aiming is not hard, getting behind cover is not a problem, shooting while under fire is no different on any console you play(yes I'm calling the PC(no, WIN)/MAC a console), enemies do throw grenades in a lot of games, and in a nutshell the ports are just the same damn game, nothing major changed in most cases(no, graphics is not a major change, if changed).
He he.

That's exactly what I said

They are "cheap" ports, where there's little to no differences. What I said is : to make a true port of a game, you need to change so many things it should be immediately noticeable.
If you can "port" a game on all these platforms without drastically changing it, then that game was standardized to fit in each platform BEFORE the port.
=> This is exactly what I denounced in my previous message. The game was developed to fit the "universal (crap)" standard and refused to take advantage of the initial platform.


If you played PC games since -let's say- the mid 90', you're more than likely to notice the difference between a PC game and a multiplatform game in the first 30 minutes you play it.
Like previously said, a game made to fit in all platform (universal crap) is very different from a game made for a particular platform (specialized quality).
- - -

Take the ArmA series (long range tactical shooter) or Quake 3 Arena (fast-paced FPS) : made for the PC platform, it won't be fully enjoyable (aka = universal crap) on consoles.

Now look at the recent Call of Duty releases (MW2 and Black Ops), they fit on all platform without any major changes.

- - -

And it's not just about "PC-consoles", imagine a game ported from or to the Wii without any major change :

=> a game ported to Wii without major changes won't fully use and integrate into the game design the motion controller (the PS3 got its Wii-like controller recently, I know).

=> a game ported from the Wii without major changes won't be enjoyable : the detectable motions will be replaced with simple buttons.
ex : if the game design includes the challenge of making the right motion, the "push button" port won't have it.

- - -

Quote:
Aiming is not hard, getting behind cover is not a problem, shooting while under fire is no different on any console [ed: platform]
This is exactly the problem.

Standardization. Uniformism.

They don't take advantage of each platforms.


Thinking consoles and PCs are perfectly the same thing is idealism, not the reality.

Same with the PS3/Xbox360 (initial controllers) and the Wii/Move/Kinect.

=> Would you say the Wii/Move/Kinect have the same game design possibilities when compared with the PS3/Xbox360 controllers ?


It's all about the devices the player have to use to interact with the ingame environment.


Simple examples :

a) Racing games : keyboard vs gamepad vs driving wheel

Types of racing games (wikipedia)
=> You can play a racing game with the keyboard : I've been playing Flatout 2 on my notebook recently (and it's very fun).
But I would never try to enjoy a realistic racing game with my keyboard : a driving wheel is mandatory.
b) Flight simulators games : keyboard vs gamepad vs joystick
Same with flight sim : there's an enormous difference between IL2 Sturmovik and Blazing Angels 2 or HAWX 2.

With multiplatforming, you would only have arcade-style racing/flight games. Only. Uniformity, no originality.

- - -

And back on Crysis 2, the game design will be changed to be enjoyable on the PS3/Xbox360 consoles (controllers => gameplay/level design ; and console hardware => graphics/level design).

MAYBE you will NOT notice it, since that "standardization" (aka "universal crap") have been the #1 rule in the VG industry for several years now...

BUT if you look at the bigger picture of video game history, you will notice it.

- - - - - - - - - -

Quote:
I have one more question, what exactly is sandbox mode?
Is it modding?
Quote:
The term is sometimes used interchangeably with "sandbox" and "free-roaming"; however, the terms open world and free-roaming describe the game environment itself and allude more to the absence of artificial barriers, in contrast to the invisible walls and loading screens that are common in linear level designs.

The term sandbox refers more to the mechanics of a game and how, as in a physical sandbox, the user is entertained by his ability to play creatively, boundless of artificial structural constraints, and with there being "no right way" of playing the game.

(Wikipedia)
Quote:
"Games that have an open gameplay structure that allows you to "play" in the world and choose to participate in the story at your own pace."
(Giantbomb)
Speaking of Crysis 2, I guess you're talking about the level design "sandbox" characteristic, so here's an example :

There's a MG nest in front of you (at a long distance). You'll use
  • your long-range weapons (Sniper rifle)
  • obstacles to get closer, to use shorter range weapons
  • your Cloaking ability to get closer
  • a small alley to get closer to the MG nest
  • the appartments on the side to have an higher position (to lay down fire or to throw a grenade)
  • the sewer tunnels to sneak behind the MG nest
  • etc...

Last edited by Sasquatchsliper: 01-23-2011 at 12:58 AM.
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Old 01-23-2011, 03:45 AM   #11
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Quote:
Originally Posted by ddrkreature View Post
Since it's a sequel to a PC only game, I would assume it's a PC game that is ported over. HOWEVER since it's releasing at the same time, I think it's not a port at all. I think it's just another version of the same game on a different system. And I think your graphics will be fine. It wil look great, play great, and the console folk will experience the same quality the PC folk will.

P.S. Yes I did just say that the console versions will look as good as the PC version. Am I saying the PCs graphics will be lessoned so the consols will be able to support this, no I am not.
I lol'd after reading this post. Games often have features cut on all platforms because they cannot be supported on consoles (usually due to a lack of buttons on the gamepads).

And as for quality.. console versions never look or run anywhere near as good as PC versions of the same game assuming you have a mid-range PC.

Quote:
Originally Posted by Sasquatchsliper View Post
Now look at the recent Call of Duty releases (MW2 and Black Ops), they fit on all platform without any major changes.
Since the CoD franchise started porting weve seen the loss of lean (simply because the gamepad cant accommodate a button for it), dedicated servers, server lists, modding and much more "user friendly" gameplay. I would call all of those very major changes.

The problem with the CoD franchise now (and especially MW2) is that it IS exactly like the console version which simply isnt good enough for PC gaming. Sadly it seems as if PC gaming is laregly on the way out and consoles are where all the money is. This is why developers will always want to focus on that audience. The gaming industry is certainly booming but sadly being held back by consoles.

Last edited by MrBigglesworth8: 01-23-2011 at 03:52 AM.
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Old 01-23-2011, 04:35 AM   #12
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Quote:
Originally Posted by Zyinxz View Post
Does anyone know if PC is being ported from the xbox 360/ps3?
Well how else would it work? Make a PC game and then cut out half of it to fit it on the consoles?
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Old 01-23-2011, 03:46 PM   #13
Sasquatchsliper
 
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Quote:
Originally Posted by MrBigglesworth8 View Post
[...]
Since the CoD franchise started porting weve seen the loss of lean (simply because the gamepad cant accommodate a button for it), dedicated servers, server lists, modding and much more "user friendly" gameplay. I would call all of those very major changes.
[...]
This is 100% true,

I didn't said CoD4 MW1 (who had dedicated server, server lists, SDK (= mods), lean, etc...) "fit on all platform without any major changes", no.

I only said "MW2 and Black Ops", exactly because I knew these two release were "standardized" to be ported without major changes, played in the exact same way ("universal crap"), not like the previous Call Of Duties (1/2/3/4).

Personally, I wouldn't say "consoles" hold back the gaming industry from making good/original games, it's the "economically necessary" systematic multiplatform/cross-platform that is holding back the industry.
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Old 01-23-2011, 04:19 PM   #14
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yes, the pc version has been dumbed down with many features taken away. But it'll look a bit prettier.
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Old 01-23-2011, 04:21 PM   #15
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tbh Crysis was more sandbox bubble, I would call a sandbox game more something like Just Cause or GTA4

Crysis still retained a linear gameplay design just added a lot of potential deviation and freedom along that design, action bubble was a term used to describe it, which suited it well tbh
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