One of the most graphically intensive shooters on the block, Crysis is guaranteed to make your PC spazz and die, but the game is so much more than just eye-popping visuals – or so we were told when we caught up with Cevat Yerli, co-founder and president of Crytek studios, for a quick chat.
For starters, could you tell us how Crysis was born?
Crysis was born in November 2003, with a piece of Concept Artwork. I asked Magnus Labrant, Art Director on Crysis, to create a great vista screenshot from Far Cry and overpaint it into a frozen paradise. I like working with contrasts; they create interest in the user. The goal was to provide an imagery that would naturally imply a new experience. Upon that we defined the other shooter elements... the hero, weapons, enemies, world and set the plan out to maximize the non-linearity and interactivity.
How different is Crysis from Far Cry, besides visuals of course?
Crysis is all-new; it features a new story, new characters and enemies, new gameplay, and all-new technology. The key differentiation is that Crysis is more serious and realistic, and its interactivity is higher.
Speaking of Far Cry, what do you guys think of Far Cry 2?
We think it sounds and looks very promising. We are looking forward to play it.
Haven’t you had enough of the tropics yet? Any plans of moving to a different locale? What’s next on the cards for Crytek?
In Crysis the island is a character, a life framework that changes with the fiction unfolding, effectively telling the story though the ambience. It’s what we call ambient story telling. So there is much more to explore and variety is granted, no worries. As for future plans I cannot elaborate at this stage... sorry.
Have developers shown an interest in leasing the CryENGINE2?
Yes, more than we want to license. We're being selective now, because we want to make sure the business does not become inflationary, and support is given at the right level of commitment. Quality, not quantity.
How did the partnership with EA come about?
We released the Far Cry Demo and then EA contacted us. That contact led to healthy arguments and personal discussions. After some time we ended up agreeing to work together on all-new IP.





