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Crysis 2 |OT| This is what happens Larry...

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Release Date:
Mar 22, 2011

Platforms:
Windows
Xbox 360
Playstation 3

'Story'
Players control Alcatraz, a Force Recon Marine; the successor to Nomad – the main protagonist from
the first game. As Alcatraz, players gain ownership of the Nanosuit 2 from Prophet, who returns from the
original Crysis. Crynet Systems has been hunting Prophet to retrieve the suit, inadvertently pursuing
Alcatraz, believing he is Prophet. The Nanosuit 2 gives players less freedom in their options for tackling
situations on the battlefield. The aliens seen in the original game have undergone a major redesign,
transforming their ancient, tentacled exosuits into high-tech armored cyborg war machines that stalk the
ravaged Faux York City.

System Requirements:
OS: Windows XP, Vista or Windows 7, with the latest Service Pack
Processor: Intel Core 2 Duo at 2Ghz, or AMD Athlon 64 x2 2Ghz , or better
Memory: 2GB
Hard Disk Space: 9Gb
Video Card: NVidia 8800GT with 512Mb RAM or better, ATI 3850HD with 512Mb RAM or better
Sound: DirectX Compatible Sound Card
DirectX®: 9.0c
Controller support: Microsoft Xbox360 Controller for Windows

Reviews:
Embargoed until release.

Screens:
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Videos:
Be The Weapon

Be Strong

Be Invisible

Be Fast

Multiplayer Progression pt 1

Multiplayer Progression pt 2

Multiplayer Progression pt 3

360vsPS3 Demo comparison

PC gameplay footage

Tweaking
List of cvars

W.I.P config
Make a new file in notepad paste the following in it and save as autoexec.cfg
Code:
; Sys_Spec settings
sys_spec = 4
sys_spec_Full = 4
sys_spec_ObjectDetail = 4
sys_spec_Shading = 4
sys_spec_VolumetricEffects = 4
sys_spec_Shadows = 4
sys_spec_Texture = 4
sys_spec_Physics = 4
sys_spec_PostProcessing = 4
sys_spec_Particles = 4
sys_spec_Sound = 4
sys_spec_Water = 4
sys_spec_GameEffects = 4
sys_spec_Quality = 4

; Sys_Spec Quality settings
q_ShaderGeneral = 4
q_ShaderMetal = 4
q_ShaderGlass = 4
q_ShaderVegetation = 4
q_ShaderIce = 4
q_ShaderTerrain = 4
q_ShaderShadow = 4
q_ShaderFX = 4
q_ShaderPostProcess = 4
q_ShaderHDR = 4
q_ShaderSky = 4
q_Renderer = 4

; Sys_Spec Game Effects Settings
i_lighteffects = 1
g_corpseMinTime = 60
g_corpseUnseenTime = 8
g_corpseMinDistance = 100
g_battleDust_enable = 1
mfx_Timeout = 0.0025

; Extra Game Effects Settings
g_SkipIntro = 1
g_radialBlur = 1
g_nanoSuitEnableSuitShapeDeformation = 1
g_no_breaking_by_objects = 0
g_procedural_breaking = 1
g_no_secondary_breaking = 0

; Sys_Spec Object Detail Settings
e_ObjQuality = 4
e_ProcVegetation = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 4
e_DecalsOverlapping = 1
e_LodRatio = 100
e_LodMin = 0
e_ViewDistRatioDetail = 200
e_ViewDistRatioVegetation = 200
e_VegetationMinSize = 0
e_ViewDistRatio = 200
e_ViewDistRatioCustom = 200
e_ViewDistRatioLights = 200
e_ViewDistMin = 200
e_MaxViewDistSpecLerp = 1
sys_flash_curve_tess_error = 0.5
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 2.5
es_DebrisLifetimeScale = 3.2
e_OcclusionCullingViewDistRatio = 2
e_Dissolve = 4
ca_AttachmentCullingRation = 400
e_TerrainOcclusionCullingMaxDist = 300
e_streamCgf = 0

; Sys_Spec Particles Settings
e_ParticlesQuality = 4
e_ParticlesMaxScreenFill = 1024
e_ParticlesMinDrawPixels = 0.25
e_ParticlesObjectCollisions = 4
e_ParticlesPoolSize = 32768
e_ParticlesEmitterPoolSize = 16384
r_UseParticlesHalfRes = 0
e_ParticlesForceAnimBlend = 
e_ParticlesForceGI = 1

; sys_spec Physics Settings
e_CullVegActivation = 200
g_tree_cut_reuse_dist = 0
p_max_MC_iters = 24000
es_MaxPhysDist = 400
es_MaxPhysDistInvisible = 5
e_PhysOceanCell = 0.1
e_FoliageWindActivationDist = 10
g_breakage_particles_limit = 640
p_max_object_splashes = 8
v_vehicle_quality = 4
p_max_substeps_large_group = 40
p_num_bodies_large_group = 200
p_gravity_z = -13
p_joint_damage_accum = 6
p_joint_damage_accum_threshold = 0.6
p_num_threads = 6

; sys_spec PostProcessing Settings
r_MotionBlur = 2
r_sunshafts = 1
r_UseEdgeAA = 3
r_colorgrading = 2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred = 200
r_MotionBlurMaxViewDist = 256
r_PostMSAA = 0
r_PostMSAAEdgeFilterNV = 0
r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0775
r_HDRBloomMul = 0.7

; sys_spec Shading Settings
sys_spec_Quality = 4
e_SkyUpdateRate = 1
r_DetailNumLayers = 2
r_DetailDistance = 200
r_HDRRendering = 2
r_SSAO = 4
r_SSAOQuality = 3
r_SSAODownscale = 0
r_refraction = 1
sys_flash_edgeaa = 1
e_VegetationUseTerrainColor = 1
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_DynamicLightsMaxEntityLights = 32
r_UsePom = 1
r_EnvTexUpdateInterval = 0.001
r_TexturesFilteringQuality = 0
e_GINumCascades = 3
r_HDRBlueShift = 1.0
r_HDRBrightLevel = 0.55
r_HDRBrightOffset = 4.25
r_HDRBrightThreshold = 8
r_HDRLevel = 5
r_HDROffset = 15
r_EyeAdaptationBase = 0.2
r_EyeAdaptationFactor = 1
e_GI = 1
e_GIMaxDistance = 200
e_GIAmount = 0.6

; sys_spec Shadows Settings
e_Shadows = 1
r_ShadowBlur = 3
e_ShadowsMaxTexRes = 2048
r_ShadowJittering = 4
e_GsmLodsNum = 5
e_GsmRange = 1
e_ShadowsCastViewDistRatio = 3
e_GsmCache = 0
e_ShadowsResScale = 5.4
e_ShadowsAdaptScale = 5.4
e_ShadowsSlopeBias = 1

; sys_spec Sounds Settings
s_MPEGDecoders = 64
s_Obstruction = 0.5
s_ObstructionAccuracy = 5
s_ObstructionUpdate = 0.05
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_ReverbType = 3

; sys_spec Texture Settings
r_TexSkyResolution = 0
r_ImposterRatio = 1
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_DynTexMaxSize = 320
r_TexAtlasSize = 4096
r_DynTexAtlasCloudsMaxSize = 128
r_DynTexAtlasSpritesMaxSize = 128
r_VegetationSpritesTexRes = 256
r_TexMinAnisotropy = 16

; sys_spec Volumetric Effects Settings
r_Beams = 1
r_BeamsDistFactor = 0.01
r_BeamsMaxSlices = 300
e_Clouds = 1

; sys_spec Water Settings
r_WaterUpdateFactor = 0.0
e_WaterTesselationAmount = 30
e_WaterTesselationSwathWidth = 30
r_WaterUpdateDistance = 0.0
e_WaterOceanFFT = 1
q_ShaderWater = 4
r_WaterReflectionsMinVisiblePixelsUpdate = 0.010

; Extra Render settings
sys_MaxFPS = 60
sys_physics_CPU = 3
sys_EarlyMovieUpdate = 1
gpu_Particle_Physics = 1
e_LodMax = 0
r_AnisoMin = 16
r_AnisoMax = 16
e_CharLodMin = 0
es_maxphysdistcloth = 200
;r_PostMSAAMode = 2
r_ShadersRemoteCompiler = 0
r_displayInfo = 0
r_BeamsSoftClip = 0
r_TexMaxAnisotropy = 16
r_ColorBits = 32
r_CoronaFade = 0.25
r_DrawNearFoV = 65
r_UseMergedPosts = 3
r_HDRRangeAdaptMax = 1.01
r_HDRRangeAdaptMaxRange = 256
r_HDRGrainAmount = 0.1
r_ShadersUseInstanceLookUpTable = 1


;;;;;;;;;;;;;;;;;;;;;;;;;
; Player / suit movement
;;;;;;;;;;;;;;;;;;;;;;;;;

pl_health.normal_threshold_time_to_regenerateSP = 3
pl_health.normal_regeneration_rateSP = 300
pl_freeFallDeath_fadeTimer = 1
pl_cover_and_lean.num_detection_rays = 20
pl_movement.crouch_SpeedScaleWithoutNanosuit = 1
pl_movement.nonCombat_heavy_weapon_crouch_speed_scale = 1
pl_movement.nonCombat_heavy_weapon_speed_scale = 0.85
pl_movement.nonCombat_heavy_weapon_sprint_scale = 1.35
pl_movement.nonCombat_heavy_weapon_strafe_speed_scale = 0.95
pl_movement.speedScaleWithoutNanosuit = 1.3
pl_movement.sprint_SpeedScaleWithoutNanosuit = 1.9
pl_movement.sprint_timeInAirToStopSprinting = 0.35 
pl_movement.strafe_SpeedScaleWithoutNanosuit = 0.95
pl_nano_vision.max_distance_visible = 300
pl_clientInertia = 55
cl_bobHeight = 0.079
cl_bobMaxHeight = 0.099
cl_bobWidth = 0.105
cl_speedToBobFactor = 0.402
cl_bobSprintMultiplier = 1.21

cl_fov=72
pl_movement.power_sprint_targetFov=72
;hud_hide = 1

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I was expecting something among the lines of EviLore's Dragon Age II thread. >:p

I'm thinking about pre-ordering. Just waiting for campaign impressions.
 

mjc

Member
Is this the new standard for OTs? Places where PC masters can whine? At least make the OP more informative.
 

Snuggles

erotic butter maelstrom
CozMick said:
Yay! let's use an OT to take the piss.

Keep the negative shit out of these threads, especially the OP

Only unwarranted positivity is allowed, maybe we can will it into a more interesting game!


Anyways, thread is fine. It covers all the basics, who gives a shit about anything else. I'll keep an eye on impressions, but all I'm interesting in is the single player and if it's short or watered down compared to the first, I'll just wait for a cheap price. No loss.
 
mjc said:
Is this the new standard for OTs? Places where PC masters can whine? At least make the OP more informative.

You can find everything you want to know on Google. Let us bitter PC gamers have a moment to reflect on what we have lost..
 

LiquidMetal14

hide your water-based mammals
While I think a little more thought could have been put into this OT, Crytek kinda put themselves in this spot by their handling of the media and such of Crysis 2.
 
Terrible OP, but it will be nice to have everything all in one place.

After not too much thinking, I'm getting this for PC, I'm sure the reviews will show that it's still a great game despite being "tainted" by consoles.
 

2San

Member
I NEED SCISSORS said:
You can find everything you want to know on Google. Let us bitter PC gamers have a moment to reflect on what we have lost..
Pretty much, it's not like we won't start a love in for EA when BF3 and ME3 comes out.
 
You've got the couch pic wrong. It should be two guys hovering above the couch, touching fingers like in the Michelangelo painting.
 
CozMick said:
So does this thread conclude that PC gaming is dead?

Long live the couch potato!
PC gaming never dies, PC devs just pack up and move on to consoles. Some one else will step up and fill the void.
 
dreamer3kx said:
Wtf is this? Ive been under a rock, whats going on here?!
Crytek sold out to consoles. That's what happened. They been trying to sell there CryEngine 3 for consoles and covertly trolling the pc folks with ther output so far.
 

CozMick

Banned
Lostconfused said:
PC gaming never dies, PC devs just pack up and move on to consoles. Some one else will step up and fill the void.

But does it evolve? seems to me PC gaming will now coincide with console technology.
 

Dennis

Banned
OP is great. Lighten up, guys.

Crysis 2 - Serious Business!

There will be plenty of good discussion here and I am sure the mods will deal with trolls as usual.
 
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