While Crysis 2 was by no means a bad game, it highlighted the difficulty of making a sequel. Crytek wanted to push the series away from its tropical roots, but ultimately, this was the second iteration’s biggest mistake. With Crysis 3 in the pipeline, the team are returning to what they know works.
”The changes we brought with Crysis 2 are something that organically developed. They posed a problem, in fact, during development,” said Crytek CEO Cevat Yerli.”We’d had enough of tropical islands, and we wanted to move on to a different kind of jungle. The urban jungle was thrown on the table, and the art staff won because they were tired of making trees and wanted to make buildings. When we had the first prototypes, we quickly realised our gameplay DNA was changing, though. Our kind of sandbox-y, expressive gameplay implanted into skyscrapers and crossroads? It’s just very different.”
Cevat continued, acknowledging the series is returning to what made it stand out in the first place.
”Crysis 3 will be a mix of limited, very vertical sandboxes, and much more open locations. Definitely, though, we’re going back to our roots and making you feel part of a larger environment.”