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  • Make or Break: Five Things That Crytek CEO Cevat Yerli Looks For In a First-Person Shooter

    N'Gai Croal | Jan 7, 2008 03:54 AM
     Crytek CEO Cevat Yerli, whose Windows PC game Crysis shipped in November of 2007

    When we're conducting an interview with a developer, the bulk of our time is spent discussing their current project. But after the voice recorder is turned off and the liquor is flowing, the conversation almost inevitably shifts to videogames made by other teams working in the same genre as that developer. For us, it's always fascinating to look at games through the eyes of those who make them, because they often see things through a different set of eyes than the typical gamer; the same can be said of reviewers who are particularly knowledgeable about a certain genre. As part of our ongoing quest to take the best conversations that are occurring in the shadows and bring them to light, we offer you the new occasional series Make or Break, which asks prominent developers and reviewers to share with us the five key features, details, methods or flaws that they look for from games in the same genre.

    Our newest contributor is Crytek CEO Cevat Yerli. His company first won attention for the large, lush environments and open-ended gameplay in the 2004 title Far Cry, which was published by Ubisoft. Its second game, the military sci-fi thriller Crysis, was released last November to rave reviews for its landmark visuals. In today's installment, Yerli explains what he looks for in a first-person shooter.

    2007 has been a fantastic year for gamers. A lot of excellent games were released, all fighting for my limited time and attention. Here are the qualities that kept me playing games even while crunching on Crysis. Every one of them is a make or break criterion; a potential stopping point for me whether playing or even when we're designing our own productions here at Crytek.

     Portal, developed by Valve Software as part of Half-Life 2: The Orange Box, and published by Electronic Arts

    1. Make me feel smart

    Why it matters: I like to feel smart, and I like to win. Games should account for this by balancing challenge and reward, skill and intellect, in the right mixture. The core gameplay should be easy to learn. One of the few games I actually finished and was sad to see end was Portal, although the song made up for it.

    The core mechanic is deceptively simple--a gun-like device that makes two holes that the player can pass through--but it manages to give me enough complexity to keep me wanting to solve the next puzzle.

    More
  • Level Up's Top Ten Gaming Tidbits for Jan 7th, 2008

    N'Gai Croal | Jan 7, 2008 12:01 AM
    1. OUR...sincerest best wishes for 2008, delivered in heartfelt Level Up style 
    2. EGO...trip: What do Tom Brady and Level Up have in common?
    3. EGO...trip: Alex Ward invokes our name in defense of Burnout Paradise
    4. EGO...trip: Bonus Round's final 2007 Year in Review episode 
    5. SOM...ething of a phenomenon: Microsoft crows about Xbox 360 shipments
    6. HOW...would your Rock Band logo measure up?
    7. HMM...Fanboy, faced with relationship dilemma, turns to peers for advice
    8. MOD...Epic releases mod tools for the PS3 version of Unreal Tournament III
    9. SEX...or games: which would be more difficult to give up for a week?
    10. RND...Obama love reaches a fever pitch in the media
    More
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