Crytek Tagged Articles RSS Feed | Crytek RSS Feed on en Launch Media Network Warface Gets New Battle Royale Mode Fri, 08 Dec 2017 11:00:50 -0500 Caio Sampaio

Fifteen armed participants and only one winner. The prize? Staying alive. To claim it, there is only one choice: scavenge your surroundings, find a weapon, and fight for your life. But do it fast. The battleground constantly shrinks, converging every contestant in one location for a final shootout. The last man or woman standing wins. This is the premise behind the Battle Royale game mode, which is now part of Crytek`s free-to-play FPS title, thanks to its latest update. The publisher made the announcement through a video (above) uploaded on the official YouTube channel of Warface

To fit the gameplay style of Battle Royale, developers built the largest PvP map in the game`s history and placed over 70 different weapons on the battlefield for you to discover and upgrade your equipment. However, the location of each gun is random, meaning that you need to handle a different arsenal in every match. Apart from the firearms you find in the map, there also are supply drops, which provide better gear, but they grab the attention of other players. Should you expose yourself and go after the supply drops? It is up to you to decide whether the risk is worth the reward. 

The location chosen for Battle Royale in Warface is the Mojave Desert, USA. This choice makes sense, considering the goal of the developers. According to a press release issued by, "Crytek has painstakingly crafted the Battle Royale mode to combine the special atmosphere of its survival warfare with Warface’s original gameplay." Moreover, this location has the benefit of featuring large open areas, while also containing small buildings, thus giving you a vast number of tactical possibilities. These facts bode well for the future of Battle Royale in Warface, but the number of titles featuring this mode continues to increase, which leaves a question begging for an answer. 

Why Has Battle Royale Become Popular?

This game mode exploded in popularity after PlayerUnknown's Battlegrounds (PUBG) became available, as evidenced by its record of most concurrent players on Steam, set on September 16th, after reaching 1,349,584 users. Other games, including Fortnite and now Warface, have implemented this game mode, but why are players so attracted to it? On November 1st, the YouTube channel Extra Credits uploaded a video that answers this question. Read the conclusions in the paragraphs below. 

First, it is important to understand the type of experience that Battle Royale creates. Some players may reckon that it focuses on action because its core gameplay mechanic consists of shooting. This logic, however, is incorrect, according to Extra Credits. As the YouTube channel says, the Battle Royale mode is a "multiplayer thriller," and the secret for its success lies in a single word -- suspense.

To understand this conclusion, it is crucial to comprehend what a "thriller experience" means. "It aims to put the audience in a heightened state of adrenaline," states Extra Credits. However, contrary to most online shooting game modes, Battle Royale builds adrenaline through suspense and hooks players with an almost overwhelming amount of apprehension. To accomplish this objective, it employs thriller storytelling techniques, which consist of the following four items:  

1- Clear stakes

2- A continuous sense of threat

3- Time pressure

4- Escalating danger

If you have played any game featuring the Battle Royale mode, you can probably recognize these four traits. It contains clear stakes, as you know that your life is on the line. On top of that, you feel a continuous sense of threat, because, thanks to the size of the map, it is impossible to be 100% aware of your surroundings. Therefore, there is always the chance of you being on the crosshair of another player, who is just waiting for the right opportunity to take you down. You also have time pressure, as the map constantly shrinks.

Finally comes the escalating danger. As the area gets smaller, so does the distance between players, meaning that every second you spend alive increases the chance of encountering an enemy. With these four elements, Battle Royale became a success, using thriller storytelling techniques to build suspense and create an experience that leaves you sweating with tension. But there are other factors that play a significant role in the popularity of this multiplayer game mode.

A Big Payoff:

If you survive through most of a Battle Royale match, the moment to face the remaining soldiers will inevitably arrive. If you triumph over the enemies and become the lone survivor, you will experience "fiero." The author and game designer Jane McGonigal describes this term in her New York Times best-selling book Reality is Broken: Why Games Makes Us Better and How They Can Change the World

"Fiero is what we feel after we triumph over adversity. You know it when you feel it -- and when you see it. That’s because we almost all express fiero in exactly the same way: we throw our arms over our head and yell."

What Jane McGonigal calls "fiero" is described by science as your reaction to dopamine. This is the neurotransmitter responsible for you feeling pleasure upon achieving a desired outcome. It is important to observe that you receive more dopamine for getting what you want when you anticipate the reward or event. Therefore, activities that provide you with anticipation tend to be more engaging. This is the conclusion of the psychologist Jamie Madigan in his book Getting Gamers: The Psychology of Video Games and Their Impact on the People Who Play Them:

"It turns out that what really excites us is not so much the loot as it is the loot drop. And, if you want to get really specific about it, it's the anticipation of the loot drop."

Jamie Madigan comments on the use of anticipation to increase your satisfaction when obtaining new loot, but the principle applies to Battle Royale as well, because expectancy is a crucial part of the experience. When the end of the match starts to draw near, you see the player count drop. Once you realize that you have a real chance of winning, you start to build anticipation, as every enemy neutralized gets you a step closer to your goal -- one by one.

When you finally win, you reach your desired outcome, which gives you dopamine, making you feel happy. Anticipation boosts this effect and causes an abundance of this neurotransmitter. In other words, it causes "fiero.” Of course, it is possible to have this effect with other online game modes, but Battle Royale is a unique experience. It combines anticipation with thriller storytelling techniques, thus becoming a multiplayer thriller, as explained by Extra Credits. It is all a mind game. 

A Changing Game:

The last factor that contributed to the rise of Battle Royale is the fact that you can only expect the unexpected, thanks to the randomized nature of the weapons that spawn on the map. In one round you may find an assault rifle, while you may discover a shotgun in another. This fact prevents you from using a dominant strategy. Matthew O. Jackson describes this term in his Stanford research paper A Brief Introduction to the Basics of Game Theory:

"A dominant strategy for a player is one that produces the highest payoff of any strategy available for every possible action by the other players."

The random weapon spawn ensures the lack of a dominant strategy, thus keeping players from exploiting a single modus operandi. This ensures that the experience continues fresh, because you constantly need to change your style and adapt to the different firearms that you pick up from the battlefield. With a vast map containing a plethora of areas to explore, you will be able to play the Battle Royale mode for a long time before it becomes tiresome.


The popularity of the Battle Royale game mode is undeniable. To ensure that new and innovative ideas make their way into the video game industry, we must understand what makes the current ones compelling. Using the analysis from Extra Credits and the authors mentioned herein, it is possible to shed some light on why Battle Royale became a success.

Using thriller storytelling techniques, it deploys the four factors necessary to craft an experience that leaves the audience on the edge of the seat. On top of that, Battle Royale also provides great satisfaction once you conquer the battlefield, giving you dopamine after several minutes of anticipation in heart-stopping tension.

These two factors, combined with gameplay that changes every match due to the different weapons you find, ensure that a game of Battle Royale will have you hooked, whether you are playing PUBG, Fortnite, Warface or any other game that includes this feature. If you wish to experience Battle Royale with graphics powered by the same engine that brought Crysis to life, make sure to sign up today on Warface's website. 


Warface Celebrates 4th Anniversary With a Glimpse of its Future Tue, 24 Oct 2017 15:50:39 -0400 Caio Sampaio

48 million players, 179 countries and more than 70 updates. These are some of the numbers that display the growth of Crytek`s free to play competitive FPS game. Released on October 21st 2013, the title has just gone through its fourth anniversary.

To celebrate the occasion, the publisher uploaded a video (above) on the official Warface channel on YouTube, displaying what players can expect from the game's next expansion, which will become available in December.

The Pripyat Update:

The developers expect it to bring a unique experience to the Warface community. In an exclusive interview with GameSkinny, Michael Khaimzon, the creative director of the game, spoke about the new content and shared some insights: 

“It has been in production for almost a year, so there are lots of new things coming. New environment, new enemies, new boss fights, and a new chapter in the Warface- Blackwood duel. Let’s not forget, though, that, in addition to this mission, the update will also include new weapons, achievements, and many other things."

Apart from the items listed by Michael, the package will also feature a new narrative-driven cooperative mission (above) held in Pripyat, Ukraine, at the heart of the Chernobyl exclusion zone. After decades of isolation, players will explore the ruins left by the worst nuclear disaster in history.

The mission will mark the next chapter in the conflict that drives the universe of the game, wherein the world is facing its most severe financial crisis. While most people on the planet dive into poverty, a group of capitalists holds most of Earth's wealth. They hired the paramilitary group Blackwood to protect their facilities worldwide. Players join the Warface squad to take down the monopoly.

With this premise, the expectations from developers to deliver a unique experience are high. While they give the final touches to the Pripyat mission, the material has shared online allows us to start having some thoughts about the arrival of the Warface arsenal in Chernobyl.

First Impressions: 

The trailer shown previously in this article is not the first media has shared about the Pripyat mission. In the past month, the publisher uploaded three other videos: Soon in Warface: Special Operation in Chernobyl, Next in Warface: Welcome to Chernobyl and Pripyat: Behind the Scenes.

Through the footage available, we can have a glimpse of what type of experience the developers of Crytek have created. 

Chernobyl may seem as a familiar environment to some players, thanks to Call of Duty 4: Modern Warfare (2007) and S.T.A.L.K.E.R.: Shadow of Chernobyl (2007)but the developers of Warface made sure to add new elements to the old formula. 

As the image above displays, players of the Pripyat mission will travel through environments that combine the desolation of a post-apocalyptic setting with the high-end technology of Blackwood. The result is an interesting contrast of old versus new, which can create unique and memorable locations, as Horizon: Zero Dawn (2017) and the Fallout franchise have proved.

It is also worth mentioning the effort Crytek put into bringing Pripyat to life. The company sent 30 developers to the real-life location to study how to best reproduce it in Warface. As consequence, the team added to the mission 230 furniture models, 6 kilometers (approximately 4 miles) of terrain, 800 objects and 400 textures, along with 30 buildings and constructions from real life.

These numbers show that Crytek emphasized the ambiance and the immersion of the new mission, staying true to the source material, while adding new elements to the world, such as the Blackwood buildings. Whether Crytek will hit the right balance between old and new, we will only discover in December.

However, we can claim that, by creating a version of Chernobyl we have never seen, the Pripyat mission has the potential to become one of the grandest experiences a player can have in a Free to Play shooter, thanks to its unique setting.

Apart from releasing new footage on the upcoming mission, and Crytek also found other means to thank the fans of Warface for their continued support throughout these four years.

Player Rewards:

On October 19th, announced (above) that players would receive many bonuses during the four days in which Warface celebrated its anniversary. According to a press release, the giveaway included: 

  • Four gift cards, one for each day Warface celebrates its anniversary, with the chance to get various prizes, including the Black Hawk axe;
  • From October 19th through the 22nd, players can obtain a golden random box every day for accumulating 100 kills in any game mode. The boxes may yield various items and even permanent weapons. Only one box can be obtained per day;
  • Special anniversary skins for the Fazil UE3, AP-84 Custom, Anatolia RK-102, S60B3 and Abada 266 mm for players in every day that they play;
  • From October 19th through the 22nd, every player will receive a 400% bonus to all their gains, including Warface dollars, Crown Points, XP, and VP.
  • Increased VIP booster on October 22nd to wrap up the celebration.

As Crytek and celebrated the fourth anniversary of Warface, it is normal to look back at accomplishments from the past, but we must also wonder about what lies ahead.

What the Future Holds:

In this regard, Michael Khaimzon claimed that his team is studying methods to bolster the storytelling of the game. Therefore, it would be no surprise to see future missions of Warface featuring deeper plots.

However, the Creative Director pointed out that this is not an easy task. Due to the fast pace of the game, it is difficult to find a mean to convey a narrative without interrupting the action.

Storytelling, however, is only one of the aspects that Michael and his team aim at perfecting. Crytek's free to play title will continue to expand, with new missions, features and weapons. To stay updated on the progress of Warface, as it marches forward, make sure to join today on the game's website.

Creative Director of Warface Talks About the Game's New Mission; the Future of Shooters and More Fri, 22 Sep 2017 18:15:01 -0400 Caio Sampaio

No soldier can win a war alone. This is the premise behind Warface, a free-to-play FPS game developed by Crytek, which combines intense combat with gameplay mechanics that foster cooperation between you and your allies. Released worldwide on October 21, 2013, the game will soon live through another birthday and players will receive a special gift from the developers two months later.

During this year’s Gamescom, held on August 22 through 26, Crytek and the
publisher announced additional content for the game, which is set to release in December. The upcoming expansion will mark a new chapter in the conflict that drives the universe of Warface

According to the developers, the update will feature a new narrative-driven co-op mission held in Pripyat, Ukraine. Located right next to the epicenter of the Chernobyl nuclear catastrophe. It once was a vibrant location, but now it is nothing but ruins. Watch the trailer below:

Crytek’s free-to-play shooter takes place in a world devastated by the greatest
recession in history. Amidst the turmoil, a group of capitalists controls most of the global wealth, and to preserve their interests, they fortified their ivory tower with the might of a paramilitary force known as Blackwood. Players join Warface, an elite squad that fights back against the worldwide dominance of Earth’s resources.

During the story, you will face new enemies, bosses, and enjoy newly refined gameplay mechanics. With new additional content on the horizon, this is an opportunity to reflect on how the game became what it is today and where it will go next.

The Future of Warface:

GameSkinny had the opportunity to hold an exclusive interview with Michael
Khaimzon (above), the creative director of Warface, to have a better understanding of what the upcoming content will bring. Apart from the future, he also discussed the past and the present of the game, ending our conversation with some predictions for what innovations might be in the making for the FPS genre. As for the new mission of Warface, he said:

“This will definitely be one of the biggest updates in our history. The Chernobyl mission is going to be epic. It has been in production for almost a year, so there are lots of new things coming. New environment, new enemies, new boss fight, and a new chapter in the Warface- Blackwood duel. Let’s not forget, though, that, in addition to this mission, the update will also include new weapons, achievements, and many other things.

December, traditionally, is the most important month for us, as many players prepare for holidays; they have a lot of free time. So, we like to release especially enticing content in this time period. This year is not an exception. Having said that, there is also a new experimental mode coming to Warface, more like an event thing, in which we will test something that we actually started over 7 years ago. We really wanted to do this mode, but never got the chance, so now is the time.”

From the answer provided by Michael, we can assume that the new update will significantly change how you experience the game. On August 28, the official Warface account on YouTube uploaded a video showing behind the scenes footage of the new mission, allowing you to take a better look on what the expansion will bring to the table. You can watch it below:

The video gives you a glimpse of what the expansion will deliver and
displays the effort Crytek put into developing the content, even sending developers to study the location personally. While we will only be sure once we can actually play the new mission, it is possible to speculate that ambiance and immersion will be two of its strongest attributes, as a consequence of their extensive research.

We can claim this due to the fidelity of the levels, which are almost identical to the real locations they are based on, albeit with some minor changes. But that covers the future of Warface, for now. During our interview, Michael continued to discuss Crytek’s free-to-play shooter.

Warface Today: 

One of the main challenges for any game is staying relevant through the years. Some titles pass the test of time with excellence, such as World of Warcraft, while other productions are not as fortunate and their player base shrinks over time, as seen with Evolve. Michael commented on how Crytek works to retain its community in the long run:

“I think the key is listening to the community, understanding them, and releasing regular updates. We did 70+ updates so far - that is literally an update every single month. Thus, our players see that the game is truly live. It is changing, evolving, and they can influence that evolution. All of us, the developers, have to play the game, really play it every day, face the issues, and deal with them first hand.”

Apart from creating ways to keep an audience, the free-to-play model brings
another challenge. The game is always under development, meaning that the stream of new ideas must be constant.

Designers must always craft new features, maps and fine-tune the ones that already exist. Having new ideas is an appealing process for a developer and, once they are approved, the team must bring them to life. This brings us to our next topic.

Designing a Game That is Constantly Growing: 

Throughout the life of a competitive FPS title, developers often continue to expand the game by releasing new maps. To give an optimal experience to players, these levels are usually asymmetrical, meaning that both sides of the battlefield are different. The objective is to provide the player with a sense of novelty when crossing from one side to another, but this also raises a concern.

It is necessary to ensure both parts of the map have the same tactical opportunities; otherwise, a team will have an advantage, thus breaking the balance of the game. Creating two different sides, while making sure they are fair to both teams is an enormous challenge, and Michael provides us with some information on how this process works:

“It’s definitely a know-how that took us years to develop. We have a very detailed level design “bible,” that teaches certain rules relevant to all levels. There are tons of things to consider – timing, positions, slides, coop climbs, and best places for each class. This is really a topic that deserves its own article.”

Level design; however, is only one of the parts that create the experience of the player. A developer must pay close attention to the dynamics of the game modes the title offers.

In a game such as Warface, which contains a plethora of modes for PvE and PvP, a question begs for an answer: How do the creators split their attention across distinct types of gameplay while ensuring they are all fun? Michael discussed the matter:

“Well, some are more fun than others, but it’s a natural process – you have to try different things, some will work, some will not and it depends on the player’s own preferences. It’s OK, no one can predict with 100% certainty what will happen. We make assumptions based on what our players like and then go ahead and try these ideas. One thing we are definitely proud of is our Blitz mode.

We tried to take the typical Plant the Bomb mode to a different level - make it more casual and fast paced, while still quite tactical. It worked out really well. We can definitely say that Warface players prefer very dynamic type of game-play where you engage an enemy just a few seconds after the spawn or when the round doesn’t take longer than a couple of minutes - and that’s what we always strive to achieve.”

As Warface changes with each new update, by delivering new maps, modes, and missions, the game continues to make its path towards the future. With the largest mission in its history set to release in December, it is time to look back and recall how it all started. On this subject, Michael offered some insights on the initial moments in the development of Warface.

Where Everything Started:

The video above shows the first trailer of Warface and it displays how much the game has changed over the years. Prior to its release, Crytek had already developed other successful titles, such as Crysis and Far Cry, which scored 91 and 89 on Metacritic respectively. After the success of these productions, then came the moment for the studio to plan their next move.

The next step for them involved beginning development on a free to play competitive FPS game. For a company that had thrived developing paid AAA experiences, the shift in the payment model may seem like an audacious move. But, according to Michael, the decision came naturally. On this matter he stated:

“We already had a team in Frankfurt dedicated to AAA titles such as Ryse and the Crysis series, so we wanted to try a different approach – take a smaller team, and launch a title as fast as possible in a completely different way. It was also obvious to us that we were in a unique position. There was, and still is, not much competition on the F2P market for a high quality PvE COOP shooter. We knew that we had unique experience and a tool-set to get this out before others.”

Once the decision to develop a free to play FPS game became official, it was time to start planning the title. According to Jason Schreier in his book Blood, Sweat and Pixels, during the pre-production phase of a project, the developers must make decisions that will determine the future of their game; and that's just what Crytek did.

Through these preliminary stages, it is paramount to set priorities. Considering that Crytek had created successful FPS games in the past, the developers needed to decide whether they would transfer gameplay elements from Crysis (above) and Far Cry to Warface. According to Michael, the right choice was clear:

“Not much was carried over. When working on a typical box title, your main objective is to sell the game to the players. You do not have to worry about the churn rate or the playtime. In F2P there is no second chance. If you do something wrong – you lose the player forever, as he can simply delete the game. At the same time, it is easier to get people in, because there is no pay wall. In a nutshell, there is little to carry over, unless you are releasing a sequel with a different payment model.

As far as the other areas go, there is also a big difference. For example, in Crysis our objective was to make the most beautiful game, no matter the time and effort. In Warface, the focus is on performance, comfortable navigation, and map balance, as it’s - first and foremost - a multiplayer title, as opposed to FarCry and Crysis, which were about cinematic single player experience first.”

Considering Crytek’s approach of creating a brand-new design for Warface, the development team worked under the pressure of crafting innovative ideas that would resonate with the audience. The first step to developing a new game is delineating the goals of the project, and Michael spoke briefly on the subject of Warface's objectives at the start:

“Our priority was to deliver the first AAA F2P COOP title with a balanced,
cybersports ready PvP mode, and over time we managed to deliver pretty much exactly what we wanted.”

According to Michael, Crytek is happy with the product Warface has become.
Reaching the milestone of 48 million users -- according to the publisher -- proves that the game has developed a strong audience.

However, the FPS genre is a competitive market and studios must fight to stay at the top. This scenario entices competition between companies, as developers constantly innovate to get an edge over their rivals, and players benefit from this as more new and interesting games pop up.

The Future of FPS Games: 

Gamers enjoy spending time with innovative technologies, and one of the biggest developments of the video game industry in recent years is the push to create experiences in Virtual Reality (VR). While this hardware still needs to be refined, many players worldwide are already enjoying it, as evidenced by the 915,000 users who purchased the Sony PlayStation VR as of February 19. However, if you think this is the future of gaming, think again, because Michael believes that another innovation may be in store:

“One thing that will probably happen sometime soon is eye control. We will no longer need the mouse to move the cursor around and it will definitely affect the speed and precision of gameplay. As for VR, it is a very specific platform; it’s great for certain games, but not as much for fast-paced shooters. It is definitely cool, and Crytek has released some amazing games for VR, but in order for it to become mainstream, there needs to be significant hardware improvements.

No one wants to move around with heavy goggles on the head, trying to not be stuck in cables. May be once the glasses are wireless and as light as regular sunglasses, the VR will take off. But again, chances are it’s not going to replace PC for fast paced shooters.”

According to Michael, VR is still a long way from being the future of FPS video games. This is okay because while players do wish to see developers experimenting with new tech, studios can still create innovative and enjoyable experiences with today’s hardware.

But game makers are constantly conceiving new concepts to deliver unique productions and this drive towards innovation goes beyond creating new technology. One of the departments in which developers are investing heavily is narrative design.

Story in a Free to Play Competitive FPS Games?

On October 31, 2013, the YouTube channel Extra Credits released a video (above) discussing whether it is possible to implement a narrative in a competitive multiplayer game. Storytelling in gaming continues to become more mature and complex, and as this process unfolds, developers continue to bolster their skills to create more compelling narratives.

An example of this trend is Ken Levine’s presentation during 2014’s Game Developers Conference, when he pitched a concept for a story that can only be told through video games. With this scenario, some questions emerge: can game makers successfully implement a story in every genre? Can a free to play FPS game provide players with a meaningful narrative? Michael shared his thoughts on the subject:

“In F2P, the main issue is, probably, the resources – cut scenes and realistic acting is very hard to do, and it’s always a matter of priority. You ask yourself: what is the best way to utilize our time and effort? In F2P games, players want primarily action, so this has always been our focus.

Another thing to remember is that Warface is a coop game, there are five players who are not at the same place, looking in different directions, and doing different things, so it’s much harder to play a cut-scene that everyone will see. We definitely want to improve storytelling in Warface and are looking for the most efficient ways to do it without interrupting the gameplay.”

This statement from Michael may shed some light on the future of Warface, as
developers at Crytek try to discover new storytelling techniques that suit their game. Considering that their goal is to have a narrative that does not interrupt gameplay, it is possible that they decide to invest more in environmental storytelling. Whether this prediction will be accurate remains to be seen. 


Our conversation with Michael provided us with a glimpse into the future of Warface. The narrative-driven mission coming in December will significantly change how players experience the game, according to the developer. Based on the behind the scenes footage, it seems that ambiance and immersion will be two strong attributes of the expansion.

Another noteworthy point of our talk was Michael’s perspective over the future of FPS games. Unlike what some people may think, the Creative Director of Warface does not believe VR will be the future of the genre. He reckons this role will fall on the shoulders of eye-tracking technology.

Concerning the future of Warface, he claimed that his team is studying how to create stronger narratives in the game. However, due to the characteristics of a free to play title, the team would prefer to avoid relying on cutscenes to convey their story. This may lead them towards the use of environmental storytelling to strengthen the narrative of Warface.

To stay updated on how the game will continue to evolve and to play the upcoming Pripyat mission in December, grab your rifle and enlist today on Warface.


Crytek Releases New Warface Special Operation -- "Anubis" Tue, 07 Jun 2016 07:15:34 -0400 ericafeldfeber

Crytek company released their newest update for their popular Crysis series, Warface. Warface is Crytek's free-to-play, online first-person shooter. The update, Special Operation "Anubis", comes with a brand new set of achievements, bug fixes, improvements for matchmaking, better auto team balancing, and an extra detailed kill log. For a detailed overview of all of the new changes, be sure to check out the Warface Forums

Blow up a sub, neutralize a missile base and destroy a secret cyborg factory in the latest Special Operation to launch on Crytek’s free online shooter.

Anubis – named after the god of death – is a three-stage co-op mission set in Eastern Africa, where players must defeat enemies together. A futuristic threat is buried deep within an ancient pyramid in Anubis. Players must work together through a network of bases, culminating in an assault on a pyramid, in order to disrupt Blackwood’s villainous operations.

The action begins immediately, from the moment the team is inserted into the landing zone. Enemies await the players' arrival at the gate of the missile facility.

The new Special Operation’s three diverse stages require players to combine the strengths of the game’s four different classes in order to take on and eliminate a wide range of enemies.

Players must adapt their tactics for each stage, from clearing out buildings at close-quarters to holding a defensive line in the face of marauding cyborgs, if they are to complete this action-packed new mission.

Sign up today and play Warface for free at 

Top 10 most overpowered firearms in video games Sat, 09 Apr 2016 07:30:01 -0400 Sergey_3847

1. Pandora

Game: Devil May Cry 4
Type: Devil Arm


Pandora is not your common weapon – it’s a living weapon, a manifestation of a Demon’s soul. It can transform into seven deadly forms:

  1. Epidemic – a basic rocket launcher that shoots with high-powered projectiles.
  2. \n
  3. Hatred – a more powerful version of Epidemic.
  4. \n
  5. Revenge – an even more powerful version of Hatred, which is a particle cannon with an almost infinite range.
  6. \n
  7. Jealousy – a Gatling gun with a super high fire rate.
  8. \n
  9. Argument – a helicopter-like vehicle that can be used for air transportation that also has 14 rocket launchers attached to it.
  10. \n
  11. Grief – a huge and deadly boomerang with sharpened blades.
  12. \n
  13. Omen – a weapon that blinds all enemies within its range of effect using a massive flash of light.
  14. \n

You can obtain Pandora’s box after defeating Dagon in Mission 15 - Fortuna Castle.


Which of these ten firearms  do you like the best? Share your thoughts in the comments section below.

2. Redeemer

Game: Unreal Tournament series
Type: Thermonuclear Warhead Launcher


Redeemer is undoubtedly the most powerful weapon in the whole Unreal Tournament series of games. This is not your typical rocket launcher but a fully controllable missile launcher. This means that you can manually guide the flight path of the warhead and strike it at an exact spot of your choice.


Even if you can’t see your target, you can launch the missile and travel around in order to find the best hitting area. Also, you should not worry if you don’t happen to strike at the precise location since the blast wave will destroy everything within its radius.


The only drawback of Redeemer is that you can’t see your character while in missile flight mode, which obviously makes you vulnerable to sneaky enemy attacks.

3. BFG 9000

Game: DOOM series
Type: Plasma Cannon


BFG 9000, also known as Big Friggin’ Gun, makes a return in the upcoming DOOM 4 game and will continue to shoot its highly powerful green balls of energy at all sorts of demons.


The energy particles that comprise the BFG’s projectiles are the so-called smart particles. This means that they guide themselves onto the enemies within the range of the projectile’s activity, leaving no enemy untouched.


According to the official history of the DOOM universe, BFG 9000 is the most powerful weapon ever created by humans. Well, this indeed makes it a fun toy to play with.

4. M42 Fat Man

Game: Fallout series
Type: Tactical Nuclear Catapult Weapon


Portable mini-nukes have always been the favorites of many shooter fans. Fat Man from the Fallout series is probably the most beloved and well-known handheld nuclear weapon. It doesn’t have any fancy features, such as homing missiles, but it does the job and it does it well by simply launching a nuke at an area of your choice.


Fat Man was called after the atomic bomb that was dropped over Nagasaki, Japan during the World War 2, so in order to avoid controversy, the famous gaming weapon had to be renamed in the Japanese version of Fallout into Nuka Launcher.

5. M-920 Cain

Game: Mass Effect series
Type: Heavy Weapon


Cain, also known as Nuke Launcher, is the best weapon in Mass Effect series of games for quick and effective aerial purges. It can also be used to insta-kill massive bosses. When it shoots and hits the target, the explosion creates a miniature nuclear explosion followed by a familiar mushroom cloud.


This portable nuclear device is very slow and requires a 100% charge before it can spew its massive charge of energy, so you must take into account the behavior of the enemies or the bosses before activating this amazingly overpowered weapon. The statistics show that Cain can be used once every mission, which is not much, but if used correctly, it can help you finish the game very quickly.

6. Meltagun

Game: Warhammer 40K series
Type: Fusion Gun


Have you ever seen a version of an energy/beam weapon that melts enemy tanks? Here’s Meltagun from the Warhammer 40K series of games that can melt anything that stands in its way. Every space marine knows that Meltagun, also called the Cooker or Melter, is the strongest handheld weapon you can obtain in the game.


The hissing sound that Meltagun emits when it shoots its high-energy beam is produced due to the boiling of the water molecules in the air. If you direct the beam at any NPC, it will simply vaporize the poor guy into the smallest particles. More than that, this fusion weapon can melt Adamantium – the strongest metal in the entire universe, so beware Wolverine!

7. Bozar

Game: Fallout series
Type: Light Machinegun


The strangest thing about Bozar is that by looks it is a typical sniper rifle, but in reality it is a light-weight machine gun with a sniper scope attached to it. The fans of Fallout call Bozar “the ultimate refinement of the sniper's art,” which is absolutely correct.


Imagine a machine gun with a super-high fire rate and the precision of a sniper rifle – there is probably no deadlier firearm in any other game. It easily pierces right through the hardest of the armors and just as quickly deals with heavy vehicles damaging their inner parts.

8. GK8 Gauss Rifle

Game: Crysis 3
Type: Long-ranged Weapon


"The much beloved Gauss rifle in its second generation form with more power and less recoil, improved in all the ways that matter. This electro-magnetic rifle will provide Snipers with the sheer power needed to get the job done."


What makes the Gauss weapon so powerful in Crysis 3 is the remarkable speed of the bullets made from the alloy of tungsten carbide and depleted uranium. The speed of these bullets equals Mach 8, which means that they are hypersonic or eight times faster than the speed of sound.


Besides the groundbreaking bullet speed, GK8 is equipped with a whole array of auxiliary navigational attachments, such as sniper scope, reflex sight, laser pointer and flashlight. All this makes Gauss rifle in Crysis 3 not just fast, but also super precise and super deadly.

9. M134 Minigun

Game: Grand Theft Auto series
Type: Heavy Weapon


Minigun is a staple weapon in the GTA series of games. If you want to have fun in GTA, all you have to do is find a high spot, enter a cheat command for infinite ammo and shoot at everything that comes in your sight. Then, it doesn’t matter if it’s a helicopter or an NPC – everything gets smashed to pieces.


M134 changed its size and ammunition capacity several times throughout the existence of the GTA series, but in the latest installment it also increased its shooting speed to 3000 rounds per minute, which made it even deadlier and more overpowered than ever before.

10. AWP (Arctic Warfare Police)

Game: Counter-Strike series
Type: Sniper Rifle


“High risk and high reward, the infamous AWP is recognizable by its signature report and one-shot, one-kill policy.”


AWP, also known as Magnum Sniper Rifle, is the deadliest weapon in the Counter-Strike series of games. It can instantly kill an opponent with one mere bolt-shot aimed at almost any part of the body. It’s a heavy weapon, and players who decide to go with it loose speed, but that doesn’t prevent it from being one of the most popular firearms in the game.


AWP is so overpowered that it completely ignores any type of armor that your enemy might be wearing and pierces right through it. Of course, you can’t fire that well without setting up a shot using the optics, but if you have just a little bit of time – the reward will be huge.


First-person shooter developers approach the design of firearms in their games differently – some want them to be as realistic as possible, such as Rainbow Six: Siege, or on the contrary, make them ridiculously overpowered, such as DOOM or Unreal Tournament.


This top 10 list will provide you with a selection of the most overpowered firearms in video games that would never exist in the real world (yet). Some of these weapons are so unbelievably strong that they require just one precise shot in order to finish any of the big bosses.


There are many other ones, of course, that didn’t make the list, so give it a go and share in the comments section the weapons you think deserve to be in this top.

Crytek Unveils All-New CRYENGINE and “Pay What You Want” Model Thu, 17 Mar 2016 14:15:01 -0400 Shade Stalker

At GDC, Crytek unveiled the all new CRYENGINE V with a “pay what you want” business model that allows complete access to the engine and source code, while also allowing the developer to utilize a grant program to cover up to 70% of their creation cost. Crytek’s new Indie Development Fund is a grant program that will see Crytek directly supporting indie projects from around the world.

Alongside the new CRYENGINE V, Crytek also revealed CRYENGINE Marketplace. This will give developers access to individual assets from Crytek’s own library, as well as materials, sounds and 3D objects created by the community and other vendors.

Crytek’s Founder, CEO, and President Cevat Yerli said:

"CRYENGINE V represents our commitment to not only offering developers today’s most advanced engine technology, but also to making it as accessible as possible.”

In addition to everything else CRYENGINE V brings, it also offers extended support for leading VR hardware. The engine will now equip users to create stand out VR experiences for PlayStation VR, OSVR, HTC Vive and Oculus Rift.

More features of CRYENGINE V include:

  • C# Enabled: Developers with C# knowledge can start scripting right away.
  • Reworked Low Overhead Renderer: Increases performance of today’s hardware for graphically intensive programs.
  • DirectX 12 Support: Utilizes the latest branch of DirectX to take greater control of resources.
  • Advanced Volumetric Cloud System: Optimized for VR to give clouds full 3D rendering with minimal performance hit.
  • New Particle System: Create stunning real-time fluid effects that are handled almost entirely on the GPU instead of the CPU.
  • A New Launcher and UI: Streamlined UI that includes realigned features and new icon groupings.
  • FMOD Studio Support: Greater flexibility in audio middleware selection.
  • CRYENGINE Answers: A dedicated channel for the community to share info and ask questions or get the answered.

Here is the new developer showcase on YouTube. You can also download the new CRYENGINE V here.

Crytek is an independent videogame developer, publisher and technology provider located in Frankfurt Germany.

Crytek Tease Alpine Terrain in New Trailer for The Climb Wed, 16 Mar 2016 16:15:03 -0400 Scott Simpson

Crytek have unveiled a trailer for a new environment in their virtual reality rock climbing simulator, The Climb, which will have players scaling harsh terrains based on real world climbing locations.

In the short teaser we get a good look at the vast, craggy landscape of The Alps, and it's as gorgeous as you'd expect from a Crytek game. It certainly looks set to be a hair-raising experience; I don't imagine looking down gets any easier in VR.

The Climb has yet to recieve a release date but, being an Oculus Rift exclusive, it's expected it will be available shortly after the device's launch on the 28th of March. It looks like it will have plenty of company after Oculus announced the VR headset will have 30 launch titles at this years GDC.

For those interested in the game's progress or who missed previously revealed locations, you can get all the latest updates from the games official blog.

BREAKING: Sources Claim Amazon Purchased CryEngine License for $50-70 Million Mon, 06 Apr 2015 19:38:54 -0400 Nick Boisson

If you still were not convinced about Amazon entering the video game arena in a grand way with their acquisition of Killer Instinct developer Double Helix last year, launching the Amazon Fire TV with a game controller, and making Flappy Bird an exclusive on the platform, the house that Bezos built is not done just yet in their drive to make Amazon Game Studios a contender in interactive entertainment. Multiple sources today have confirmed to Kotaku that Amazon has purchased the licensing for Crysis developer Crytek's proprietary game engine, CryEngine.

It was reported last year that Crytek was having issues paying their employees who were then working on the sequel to Ryse, which was canceled due to these financial struggles. Then, last month at GDC, Crytek co-founder Faruk Yerli and head of PR Jens Schaefer said in an interview with Develop that the company had made a "huge" licensing deal rather than securing a company investor. While no details were given, here is what was told to Develop:

“A lot of people are under the impression we had to find a new investor or something, but that wasn’t the case. We made a licensing deal,” said Schaefer.

Yerli added: “It was a huge one, probably the biggest one. I can’t say anything more in detail, but hopefully we’ll be able to announce it with the partner soon.”

Neither Crytek nor Amazon has commented on these claims. No word on for how much the deal cost Amazon -- though sources report it as anywhere from $50 million to $70 million for Crytek -- and no clue on what Amazon will do with CryEngine. Maybe CryEngine will be help one of the top-secret projects being worked on by Portal's Kim Swift or Far Cry 2 designer Clint Hocking. All we can be certain of is that Amazon is not going to let their video game endeavors go gently into that good night any time soon.

Why Ryse Will Be Released on PS4 Tue, 14 Oct 2014 16:09:49 -0400 Brian Spaen

For the last couple of months, gamers have wondered why Crytek has chosen to port Ryse: Son of Rome to the PC and not the PS4 -- which leads the console race. Despite not having any official plans at the moment, there's plenty of reasons to believe that Ryse will be on Sony's console.

Crytek senior producer Brian Chambers has said in multiple articles that putting the former Xbox One exclusive on the PS4 was not a priority. In an interview with Gaming Bolt back on September 19th, Chambers said that they're focused on the PS4 title, Hunt: Horrors of the Gilded Age.

The PS4 has gained a large user base in a short time and CRYTEK will develop titles for it the near future, such as HUNT: Horrors of the Gilded Age. Currently there is no announcement regarding RYSE coming to PS4.

That slightly changed in an interview on Tuesday with Worlds Factory. There was still no announcement, but they were "open to the new opportunities."

We’re always open to new opportunities for our franchises, although for the moment we have our focus firmly on bringing Ryse to PC players, as well as the ongoing development of our other IP’s: Warface, Arena of Fate and Hunt: Horrors of the Gilded Age.

One thing to note is that Chambers never denies a port on the PS4.

Crytek dilemma

It's been a rough summer for Crytek. The UK studios closed shipping multiple projects to other areas. The USA studio in Texas downsized, but sources close to the situation said that many quit and moved on to other work after not getting paid in late June.

Crytek is clearly in financial trouble, and CEO Cevat Yerli has been public about his disappointment in Ryse sales on Xbox One. That likely forced their hand to port the game on PC, and you can bet that they'll be looking to bring the game elsewhere. Yerli is not only saying that a potential sequel is still coming, but it will be on multiple platforms when the install base is right.

Why hasn't it happened yet?

Here's why it's not so easy to put Ryse on PS4. We already know that it's easy to port games between PC and Xbox One because they both use DirectX. Due to financial struggles, Crytek probably doesn't have the resources necessary to port the game over. There was obviously a deal with Microsoft to make it exclusive, but that likely has expired by now since the game released back on Friday on PC.

Perhaps when some of Crytek's other projects release they'll be able to have enough money to port over Ryse to PS4. Obviously it won't be a direct port, but expect some sort of "Director's Cut" or package that has all the DLC. Throwing it on the PS4 shortly before the release of a sequel would be a good idea.

Once Crytek has the resources, there's simply too much money on the table not to put Ryse on PS4 in some form.

Image credit: Edge Online

Recording Audio on the Mountaintop with SNOW Thu, 09 Oct 2014 19:31:59 -0400 Amanda Wallace

Snow purports to be the world's first open-world, free to play winter sports game. With the option to ski and snowboard throughout an open world environment, the developers knew that they would have some interesting challenges through the world of sound design. 

With that in mind Poppermost hired a team of audio engineers and professional winter sports athletes to record audio on top of the mountain in an attempt to get that authentic feel. You can see their attempts and measure their success in the video above. 

Snow is currently in Beta and available on Steam Early Access

Ryse: Son of Rome Coming to PC, Removing Microtransactions Sun, 28 Sep 2014 20:30:12 -0400 Brian Crimmins

Early Xbox One action game Ryse: Son of Rome is set to release on PC October 10th. It will come with several new features, such as all the DLC released for the Xbox One version (free to all players), a soundtrack (available through pre-order), etc.

But what's more interesting is what this version omits: microtransactions.

Crytek, through its company blog, announced that they will remove microtransactions from the PC version of Ryse. They have not said how this will apply to the Xbox One version. Nor have they explained why they chose to omit microtransactions. The blog post instead advertises what players can expect to get from this version. It mostly focuses on improved graphical performance.

But there must be reasons.

Despite Crytek not offering any official statement behind their reasoning, we can infer well enough. They might have recognized that a free-to-play model does not fit certain genres well, and have adjusted Ryse accordingly.

Yet the implications might be more severe. Microtransactions held an important place in the Ryse experience, and Ryse was the launch game for the Xbox One. It was one of the most heavily advertised titles for the system early in its life. For a big change like this to come to the PC version does not bode well for the game's success. Nor can it bode well for the Xbox One's success, either, as recent events have already illuminated.

Ryse: Son of Rome Comes to PC in October Thu, 04 Sep 2014 19:53:26 -0400 Amanda Wallace

Ryse: Son of Rome comes to PC on October 10th. Players who pre order Ryse will recieve an exclusive copy of the game's soundtrack. The track features 25 tracks and over 50 minutse of original music. 

According to Crytek Xbox One Cloud Could Help Animators Mon, 14 Jul 2014 12:25:53 -0400 Christine Messere

At the Develop Conference in Brighton, UK last week, the possible benefits of Xbox Cloud were discussed.

Cloud support enables developers to focus on game design.  But in the past complaints have been made regarding Cloud's processing capability.  The main complaint was lack of use during time-sensitive activities.  However it has proven to be useful when processes do not need to be worked through on the dot. See below for an animation of Cloud at work:

 "The stuff animators do is the very tip of the system's running to make the character ," said Mark Jackson, technical animation director at Crytek.  He went on to say,"...any animation, whatever the player is currently doing, that's probably 30 animations blended together and subsystems on top of that...".  He also went on to explain most of the things people think are animation are really lots of code running in the background.  Cryteck is searching for ways to make Cloud easier and faster.

Currently Creytek UK is working on Homefront: The Revolution.

Homefront: The Revolution Unveiled, Screams Atmosphere Mon, 02 Jun 2014 07:15:48 -0400 Xavier's

The highly forgotten original Homefront, released way back in 2011, showcased an extremely Red Dawnesque storyline that was received by the public as intriguing, but extremely shallow and criminally short. All in all, the title amounted to a nice distraction from the likes of Call Of Duty or Battlefield, but simply did not have the substance to attract a large following.

Adding insult to injury, Kaos Studio, the studio behind Homefront, disbanded following THQ's untimely demise. The future for any more installments in the series was looking immensely bleak, until big name developer Crytek stepped in and purchased the rights.

Now 3 years later, we have Homefront: The Revolution, still trying to spice up the first person shooter genre just as its predecessor did before it.

The Revolution takes place within the ravished, enemy controlled Philadelphia, a whopping 4 years into this alternate reality. Guerilla tactics are still a popular way of handling foes like the first game, as well as the oppressors still possessing a larger and more advanced fighting force. Crytek UK designer Fasahat Salim said,

"Our version of Philadelphia is an oppressed, heavily policed environment... As the player goes through each of the different districts, the game is an open world so you can bounce around between districts, everything you do, each mission or side mission or whatever else, influences the game world and influences all of the civilians who inhabit it. Everything is being influenced by how you go through the game."

These aspects of the game should really heighten the experience of the title, as well as many other welcome features such as the inclusion of a 4 player CO-OP. Perhaps Crytek has learned from the original's shortcomings and developed a title that boasts serious competition for the other first person goliaths of today.

Homefront: The Revolution hits the Playstation 4, Xbox One, and PC platforms sometime during the hectic year of 2015.

CryEngine Launches Subscription On Steam Wed, 28 May 2014 08:57:37 -0400 Kaelan Otto

Earlier today, Crytek launched their new CryEngine subscription service exclusively on Valve's digital storefront, Steam, making it a significant source for both gamers and game developers.

The project was announced back in March; the CryEngine subscription service would give game developers full use of this engine for a monthly fee of $9.90 or €9.90.

The CryEngine model will not require anyone of the developers to pay any royalties, unlike Epic Games. Crytek director of business development, Carl Jones, said in a statement:

"Today's announcement means we are adding the first complete game development engine to Steam, with access to enough source code to allow the creation of any kind of PC game. We're also giving indie developers state-of-the-art tools that live within the same eco-system that they can choose to publish their games."

Crytek was founded back 1999 and since then, they have spawned games like the Crysis series, Ryse: Son of Rome, Warface, and the upcoming Homefront 2. Crytek stated that they promise to give the CryEngine model their full support with consent updates and extensive documentation.

With the new CryEngine subscription service, there will be a variety of tutorials, demo levels, and assets to help give other game developers a better understanding of this new model.

In addition to Microsoft's PC, the CryEngine supports PS4, PS3, Xbox One, Xbox 360, Wii U and other console platforms.

Xbox One Indie Games Are Go! Microsoft Announce Extensive Developer Line-Up Wed, 04 Dec 2013 18:02:51 -0500 Destrolyn.Bechgeddig

A while ago, we pondered the sincerity of Xbox One's dedication to indie games and if they'd be able to claim a significant share of the market given Sony's head-start, as there was a grand total of 0 indie games at launch. 

However, Microsoft now look like they're putting their money where their mouth is by announcing a long and non-exhaustive list of developers that they already have on board to work with them.

On The List

The list so far includes no less than 32 developers who are confirmed as on-board Microsoft's indie initiative, ID@Xbox. Some of these include some well know indie developers, such as; Double Fine, the studio behind the cult titles Psychonauts and Brütal Legend; Drinkbox, makers of smashing Guacamelee; Halfbrick, the studio behind slash-tastic mobile game Fruit Ninja; and Definition 6, who have been causing excitement with their title Spy Party.

But it does looks like Microsoft are being a tad liberal with their definition of "indie" by including Crytek, makers of Far Cry, Crysis, and Xbox One launch-day title Ryse: Son of Rome. Their presence, however, is because they're going to be "self-publishing". But it's not like they're as strapped for resources as other developers, so can they really be classed as "indie"?

There's also some talk about Crytek picking up some smaller developers and getting them on board with them. But as ID@Xbox has always been pushed as a scheme to get indie games directly onto Xbox One without a publisher's help, such a position seems that of a needless third party. Not that we're chiding Crytek, it just does seem a bit odd that their stance within this indie scheme is one that's being touted at this stage.

Double Fine, too, is a studio that, depending on your point of view, is less indie than most and will forever be a moot point on what defines an independent studio.

But for the most part, the majority of the list is definitely indie, and it's really great that Microsoft are finally putting the wheels in motion for what was a big part of their pre-launch rhetoric.

Smoke, But No Fire

The list of 32 studios is part of a larger 50 developers that Microsoft have already approved to give dev kits to: two Xbox One kits, and a free Unity Pro licence. But despite the length of this list, there's very few titles that have been actually been announced. Although all studios say they're "working" on something, there's few firm confirmation of actual games.

Indeed, some of the developers themselves are being very couched about what they're working on and their future with Xbox One. On Eurogamer, Chris McQuinn of Drinkbox is quoted as saying,

"Can't quite say a whole lot at the moment, mainly because we're not too sure ourselves. But, I can confirm that we are working on a Xbox One title. As for working with Microsoft, well, it's still really really early, so get back to me in a few months on that question."

This is very different tone compared of the quote the studio is attached to in the official Xbox One press release, where Graham Smith is quoted as saying,

"Our experience with the ID@Xbox program has been great so far. As an independent developer, we're very excited to have an opportunity to self-publish on the Xbox One!" 

Zen Studios have also been unable to announce any title, even though they've recently pushed out news about their upcoming Zen Pinball 2 on the PlayStation 4. It looks like developing for the Xbox One isn't exactly their first priority, raining a little on Microsoft's parade.


Microsoft have also announced today that they're withdrawing exclusivity clauses for indie developers getting on board. This is a great for indie devs as it mean they no longer have to worry about dedicating themselves to one console for any period of time. This could also make more indie devs come forward to apply for the developer kits. Yet this does smack a little of desperation in trying to get more studios on Microsoft's side.

Watch This Space

Taking into account all of the above, we're still not convinced about Microsoft's potential to eventually compete at the same level as Sony. But at least they now appear to actually be doing something which could still turn the tide yet.

Ryse: Son of Rome, It's Next-Gen But... Tue, 26 Nov 2013 20:09:41 -0500 MyNameIsProjekt

Ryse: Son of Rome is one of the handful of Xbox One exclusive titles that was released when the console made its debut on November 22nd.  Ryse was one of the games that got me excited for the next generation of gaming consoles, due to how crisp the game's graphics were.

So, when the Xbox One released this past Friday, I decided to give Ryse a try even though the game had not been well received by some critics.  I mean, Ryse: Son of Rome is part of next-gen, so how could it not be good?

The Story

The game has players take on the role of a Roman general named Marius Titus as he seeks revenge for the killing of his family.  Marius is a highly trained member of the Roman army and players are able to command his legionnaires through different Kinect commands.

Marius (left) will rise through the ranks of the Roman army as the story progresses.

The Combat

Marius is equipped with a sword and shield so players will be able to attack as well as defend, and being able to alternate between the two in combat is critical.  Marius's fighting style allows players to attack one opponent and quickly disengage to block another enemy's attack.  This means that players cannot afford to focus all their attention on one enemy as enemies will attack Marius from behind.

The X button controls Marius's sword attacks and the Y button focuses on his shield attacks, and both of these can help players string together different attack combos.  The shield is an important element of combat because it can break an opponent's defense which allows Marius to land successful sword attacks.

Each hit that lands successfully on an opponent adds to Marius's attack streak that allows players to earn more points during combat.  These points count towards the overall experience that players will earn as they progress in the Campaign.  The more experience you earn, the better you can upgrade Marius to make him a better fighter.

Another part of combat is that once Marius deals enough damage to an enemy a symbol will appear above their head meaning that they are vulnerable to an execution-style move performed by Marius.  During these finishing moves, the enemy will glow with either blue or yellow which corresponds to either a X or Y button command. 

The yellow glow means that Marius is going to inflict damage with his shield.

These moves make it so that enemies cannot target Marius and it is really meant to show off the visual ability of the Xbox One.  The executions are oftentimes brutal and the game focuses heavily on this feature of the game.  Unfortunately, every enemy is susceptible to these attacks and soon you will be performing the same attacks over and over again...which feels stale after a while.

In fact, the combat in Ryse feels fresh and exciting for the first hour of gameplay but it soon starts to feel repetitive.  The game begins to feel like a button-masher until the time comes to perform an execution where the combat relies on quick-time events. 

Overall, the combat in Ryse: Son of Rome is entertaining but soon begins to suffer from repetition.  The mechanics of combat feel good

Graphics and Sound

One of the strengths of Ryse: Son of Rome is the quality of the graphics and the in-game audio.  The game showcases what the Xbox One can do visually at the time of the console's release, and the attention to detail is impeccable.  Marius armor shows great detail and some of the larger areas showcase impressive lighting ability.

Long story short, the game looks stunning in many instances.

The in-game sounds and audio are also quite good as the sounds of combat will ring out.  Whether it is the sound of sword on shield or the sound of a ship being destroyed, Ryse features an impressive array of sounds.

The voice acting of the in-game characters is another one of the strong points as each actor really gets into character. 

The Cons

Ryse: Son of Rome has some strong points that are appealing, but there are also some serious negatives that hurt the game.

The game is based around combat and the combat starts to get repetitive way too early.  The same moves will be repeated countless times and even the unique execution moves will lose their initial appeal.

Another big issue that I have with Ryse is that the Story behind the game does not last very long.  The average player will complete the Story mode in around six to eight hours.  Even with a cooperative Multiplayer mode, I cannot help but wonder where my $60 went.

The game is over?  Already?

Overall, Ryse: Son of Rome is a good teaser to what the Xbox One can do performance-wise and it makes me hopeful for what the future holds.  However, the short Campaign and repetitive combat let the game down.  For that reason, I have to give Ryse: Son of Rome a six out of ten.

My recommendation is get Ryse: Son of Rome for a price cheaper than the full $60 cost.  Wait and see if the holiday season influences some retailers to lower the price of the game and maybe make a decision from there.

Ryse Videos Discuss Story and Morals Fri, 18 Oct 2013 00:25:27 -0400 J Nicole Miller

Ryse: Son of Rome is an upcoming game for the Xbox One. As the name implies, it is set in ancient Rome. To say that the trailers that have been released so far are brutal and bloody would be an understatement. However, the game will not be just fight after fight. It will have a plot that is character-driven.

The trailers show off the game’s incredibly realistic and accurate style while revealing some of the story. Marius Titus is the main character, and one of the trailers delves into his story to show exactly what wrongs sparked his thirst for vengeance.

After finding his family slaughtered, Marius wants revenge, so he sets out to get it. However, in an article on GameSpot, Peter Gornstein, Crytek's director of cinematics, is quoted as saying that Marius “[struggles] with emotions” throughout his quest. With such a three-dimensional main character, morals and ethics will most certainly play a role in the story, bringing an effective shot of realism to Ryse.

Ryse: Son of Rome New Combat Video Released Tue, 03 Sep 2013 16:50:59 -0400 MyNameIsProjekt

Ryse: Son of Rome is an upcoming Xbox One exclusive title being developed by Crytek and today a video was released to showcase some of the game's combat.  Crytek is the same company known not only for its signature game engine, CryEngine and its successors, but also for many popular game titles such as the Crysis series, the first Far Cry, and Warface.  If Crytek's previous releases are any indication then Ryse: Son of Rome will be a game worth looking into.

Ryse: Son of Rome will put players in the shoes of a Roman general named Marius Titus from the days of his early childhood and will follow him to the point where he is made a general in the Roman army.  The game will feature Kinect controls for controlling Marius's legion through voice commands and gestures.  From the combat video, Marius will play like a true, disciplined warrior and his attacks look powerful and brutal.

Slight warning: Ryse: Son of Rome is an M-rated game and the video does contain violence, as well as some blood and gore.

One of the most interesting parts of the video is that Crytek brought in a Roman Combat expert, Christian Eckert, so the combat should look and feel authentic.  Eckert brought a collection of swords, two shields and a set of Roman armor so that the developers at Crytek could get hands-on experience with the weapons of the game.  This is exciting because the combat will also be fluid and natural. 

Players will not be able to effectively have Marius focus all the attacks on one enemy and then finish him, but will need to fight and counter all the enemies around Marius.  Whether Marius is swinging his sword or bashing with his shield, you can see how the developers have managed to make him use his full body in the motions of attacking.  Players will need to balance their offense and defense to keep Marius from taking too many hits from enemy soldiers.

Ryse: Son of Rome will also feature finishing moves that allow Marius to quickly dispatch his foes, and the executions look awesome and powerful at the same time.  Marius can hit his enemies into the air and execute them before they have time to hit the ground.  Some executions are triggered by the environment such as backing your enemy up against a wall and eliminating him, or knocking him down into a creek and holding him under with your shield. 

Ryse: Son of Rome looks awesome and potential Xbox One players should definitely keep an eye out for this game on the launch date.  Currently, Crytek is planning to release Ryse: Son of Rome on the launch day for the Xbox One, and that should be sometime in November 2013.

What parts of Ryse: Son of Rome have got you interested so far?  Sound off in the comments and let me know what you think!

New Warface Xbox 360 Trailer Released Wed, 28 Aug 2013 16:24:51 -0400 MyNameIsProjekt

Warface is a free-to-play first-person shooter being developed by Crytek for PC and the Xbox 360.  Crytek is the same company that developed the Crysis series of first-person shooters so Warface could become a great free-to-play title.  In a market that has several established shooter titles (i.e. Call of Duty and Battlefield), Crytek will need work hard to draw an audience to their new title and to keep players coming back for more.

To Crytek's benefit, Warface being a free-to-play title is likely to draw the attention of players who are looking for something fresh to play without having to spend $60 on a new game.  Crytek will also likely release some form of "premium" content to those that wish to pay for it, but that is basically an accepted fact for other free-to-play titles.  The biggest hurdle for Crytek will be to draw an initial audience to Warface and hopefully being able to keep players engaged with the title.

From watching the video, the game does look like a hybrid of Call of Duty and Battlefield and that could be a good thing.  The different classes will help players to find a role that fits their playing style much like with Battlefield, and could also keep players interested as they try out new classes.  The trailer also shows off some fast-paced gameplay which many fans of the first-person shooter genre will be happy to see.  Overall, there are some good highlights of what Warface will look like when it is released and should earn a place on your list of "Games to Look Out For."

However, there are a couple of areas of concern with the game and they are a little worrisome.  While the class system is a good idea, it has been done and Warface's classes look awfully similar to Battlefield.  Crytek needs Warface to stand out from the crowd and be different, and that is a little hard to do when your game looks like a game you are competing against.

The big concern, besides the name of the game being Warface, is the game's release date.  2014 is a long way away in the world of gaming especially with the next-gen consoles releasing sometime in November.  There will surely be players still playing their Xbox 360 but Crytek is advertising to a passing era.  It feels a little risky to develop a brand-new shooter for the Xbox 360 at this point in time, but it could still work out well for Crytek if the audience is there.

Warface is set to release on the PC sometime before the end of 2013 so PC players will get their hands on the game before the Xbox 360 crowd will.  Hopefully, the PC version will give a better idea of what to expect when 2014 rolls around.