Recently, GameSpot brought you the first details on two games, named X-Isle and Engalus, currently being developed by Crytek. The company hopes to release both games for the PlayStation 2, GameCube, and Xbox platforms. We had the opportunity to speak with Faruk Yerli, vice president of Crytek Studios, to find out more about the current situation of the company, its games, and its impressive demo at the Nvidia booth at the recent ECTS show in London.
Gamespot: Crytek made a lot of noise at the recent ECTS show in London with projects such as X-Isle, Engalus, and Silent Space. Can you give us any details on specific platforms?
Faruk Yerli: Currently, we're planning to develop all our games for the main platforms like the PS2, Xbox, GameCube, and PC. The selection of these consoles will be discussed with our future publisher. It is also possible that we will favor one console, give it a head start on a project and bring ports of the game to other platforms later. It is even possible to make one of these games exclusively for one platform. It really depends on our future development.
GS: Germany has never really been a country for the development of console games. That seems to be changing recently with Magforce Racing (Killer Loop), Technomage, and other projects that are slowly surfacing. Do you think companies will start developing for consoles now as well? What have been your experiences with this?
FY: I agree absolutely with what you're saying. It is not easy to create a game on all platforms. Because of our close relationship with Nvidia and our CryEngine, which will support full OpenGL and DirectX 8, we will have no problems developing for the Xbox. The GameCube is not so difficult either, due to ATI producing the chips for it. Our main problem would be the PS2, but we will start to develop for the PS2 as soon as our projects are funded. Our staff is really qualified and is talented enough to master those platforms, but I hope I am not promising too much. (smiles)
GS: Crytek seemed to come out of nowhere. Where are your roots and how did you get started with these projects?
FY: Crytek was founded in the beginning of 1999. We wanted to create games based on our fantasies and visions. So we used the Internet to find cool programmers and graphic artists. It was very hard in the beginning, because we had to build trust in people. But we were sure we could pull it off and found the right people to start the company with. From that point, we started with CrySpace (our space engine) and Silent Space (our space shooter), and now we have four projects (one still under wraps) and a new cutting-edge 3D engine named CryEngine.
GS: X-Isle looks very impressive at this stage. What have been your inspirations for the game?
FY: Most people, and especially our guys, love dinosaurs. Dinosaurs on the one hand are very powerful and astonishing and on the other hand lovely and helpful. We watched almost all kinds of dinosaur movies you can find. We took all the best parts and features and put them together on one project. Thus, project X-Isle was born.
GS: Another project you currently have in development is named Engalus. What will be the player's main task? We know the player takes the role of an agent who has to stop a madman from destroying Earth with a mysterious artifact. But can you tell our readers anything about the actual gameplay?
Brian G.Audette (lead game designer on Engalus): The plot is in flux right now, so some of this information may end up changing, but this is what we have right now. Engalus takes place in the 22nd century, about 50 years after World War III. Earth has adopted more socialist ideals and is experiencing an age of unrivaled peace. In order to facilitate the propagation of these ideals across the planet and maintain the strength of the world community, the Provisional Government was formed. It should have been dissolved some time before the game begins. Being the only real power structure in the world of community puts the Provisional Government in a position to exert great power and control over the people. The game's main character, Jordain, is an operative for the Provisional Government and basically does their dirty work, ensuring that the people don't know too much about their corrupt overseers.
A group of outcasts and rebels at the outer rim of explored space calling themselves The Invisible have been blamed in the theft of some high-tech scientific equipment, and Jordain is sent to their space station to investigate. Obviously it ends up being more than simple theft, and Jordain gets involved in a plot of deception and betrayal surrounding an artifact called the Engalus, once possessed by an alien race known as the Lahorans. To say much more is giving too much away, but I can say that Jordain will find a lot of interesting people and situations on the space station - it is more like a space-bound city than a simple satellite. The story is about power and corruption and what drives these forces. It is also about how heroes can be found in the most unlikely places. It should be action-packed with a great plot to make it a truly entertaining experience.
GS: Last but not least, you have a space game in the pipeline named Silent Space. Is it going to be a real-time strategy game or more in the field of combat? Can you give us any details?
FY: Silent Space is one of our first projects. A deep combat system is the core of Silent Space. Unlike the shallow World War II combat of its predecessors, Silent Space adds depth to the combat mechanics of sci-fi gaming, while still maintaining the classic style and true physics of the genre. Our advanced AI system uses true military tactics, the full capacity of their vessels, and it adapts to the player's every move. In the single-player mode, a rich campaign is set within the Silent Space universe, with unique mission designs dealing with the ongoing events of a war, which has nearly destroyed humanity. Plot immersion keeps the players within the campaign, watching the war unfold before their eyes. With the minimum of a 28.8kbps modem, players can use the Internet to play Silent Space against fellow players from across the globe.
GS: Can you tell us anything about your potential publishers yet and which platforms we can expect your games on?
FY: Currently none of our projects are funded, but we are sure that they will get funded in a short time. We are in interesting negotiations with the major publishers. Details will be announced as soon as possible.
GS: What do you think of the next generation of video game consoles compared to the ongoing fast-paced evolution of PC hardware? You seem to be at the forefront with Nvidia as one of your partners. Are there platforms you prefer?
FY: Well, we have a really close relationship with Nvidia now. They saw the potential of our 3D engine at E3 in May. They asked us if we could do a demo for them and we agreed. Actually we do not prefer any platforms. Time will tell us which platform will be the better one, with the most potential.
And if I may add something, I want to take this opportunity to thank all our staff for their excellent work and their belief in the projects.
GS: Thank you for the interview and good luck with your negotiations.