Crytek v. Cloud Imperium and Roberts Space Industries took a fresh turn on Friday, January 5th, as Cloud Imperium’s lawyers at Frankfurt Kurnit Klein & Selz P.C. filed a motion to dismiss, which will be heard on February 9, 2018.
It may prove to be a shot heard around the video gaming world. On December 12, 2017, Crytek GMBH filed a copyright and breach of contract suit against Cloud Imperium Games (CIG) and Roberts Space Industries (RSI), the maker of Star Citizen, in California Central District Court, part of the American federal court system.
Hunt: Showdown developer Crytek has partnered with Crycash to launch the startup’s eponymous cryptocurrency, which is designed with gamers in mind. Crytek will integrate the cryptocurrency with their free-to-play shooter Warface.
Crycash will begin to sell its initial coin offering on December 12, which will run through January 15, 2018. Crycash will use the cryptocurrency Ethereum for purchases, with the initial price will be 0.001 Ethereum per one token, though this price will only be available during the initial offering.
Users can keep tabs on their wallet through a new app called Plink, which will also let users earn tokens and other rewards by completing in-game tasks or watching ads. The company’s whitepaper provides the following example: “Warface TURKEY sets a task to a gamer with Advertising Platform. This tasks will become available for gamer through Plink. Definition of task: Register in WARFACE and kill 100 enemies with a head shot and add 5 friends. For that user will receive 5 CRC tokens.”
Though Crycash is partnered with Crytek, the company will attempt to find other partners in the gaming industry going forward.
“You go to a performance marketing agency and pay $5 or $10 per user, and you never know the quality of those users,” Crytek Managing Director Faruk Yerli told Venturebeat. “With Crycash, you can set goals for the players to achieve certain milestones in your game before they get the tokens. They fulfill the objective, and their receive their rewards in Crycash. That’s brilliant.”
Crytek has had a rough year in game development, as the company sold Crytek Bulgaria to Sega in March and shuttered Crytek Shanghai in April after allegations that it refused to pay its employees. Crytek also closed five studios in December 2016.
This announcement follows Steam recently ending support for Bitcoin due to the volatile increase in Bitcoin value over the past month.
Liked this article and want to read more like it? Check out Preston Dozsa’s article on Steam Ends Bitcoin Support!
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Despite the recent controversies surrounding Crytek and the state of their future in this industry, the studio is still bringing new and interesting titles down the pipeline. Hunt: Showdown may sound like a generic title, but what I saw behind closed doors at E3 excited me with its cooperative multiplayer potential. The core concept about Hunt: Showdown is that 4 conflicting duos of occult hunters must search for a monster, banish it to hell and extract its precious bounty to win the match.
If we break this concept down further though, Hunt: Showdown has three key phases to every match. The first is the opening search phase, where each pair of hunters are trying to search for clues on the monster’s location. The catch is that the 1×1 km arena is set during night and populated by infected inhabitants. Firing a gun or even using a light to illuminate your surroundings could spell doom for the match because any sound or bright light could give away your teams position to the other players. This means players have to be stealthy and try their best to avoid conflicts during their wide search by either taking a long route around or throwing tactical equipment to create distractions.
Once a team discovers enough clues in Hunt: Showdown they watch a brief vision of the monster and receive a mark on their map where the it’s located. Now it’s a race to get to the monster first and take it down during the second phase. It’s still smart to be stealthy during this phase, but greedy players may rush to the location as fast as possible before any other teams can get the clues they need. The monster demoed at E3 was the Human Spider, which easily claims the title of one of the creepiest things I’ve ever seen in gaming. It oozed from its fangs, it shrieked every time it saw the players, and the way it moved sent shivers down my spine as if I’ve suffered from Arachnophobia all my life. Thankfully, I wasn’t hands on with the game because I would have had a Dark Souls “nope” moment and ran from the booth.
After the Hunters put down the disgusting spawn of Hell the last phase initiates. Every surviving team is immediately alerted that the monster died and must rush over to its location if they have any hope to win. This is ideally where the PVP starts in Hunt: Showdown. As the hunters are banishing the monster the rest of the teams have no regard for stealth and are going all in guns blazing trying to claim the bounty for themselves by killing the infected and each other till only one team remains. Once a player’s health bar is empty they enter a downed state, where they can be revived by a teammate for a quarter of their max health. With the monster banished, all that’s left is to extract its bounty to a drop-off point and win the game.
These three phases to every match of Hunt: Showdown sound highly addictive to me as a player who deeply loves cooperative multiplayer experiences. These are the kinds of games that built the relationship I have with my best friend since Elementary School and I know we would have a ton of fun thinking of all the strategies would could devise to win. The game is still very early though, with no release date or pricing model.
I believe Hunt: Showdown could be the Evolve that actually works and flourishes. While players may be mad they won’t get direct control of the monster, I think the Hunter gameplay stands on its own two feet as a solid and satisfying cooperative experience. My fear however, is that this game goes full retail and suffers the same fate as Evolve. By going free-to-play out of the gate, Hunt: Showdown has the potential to actually grab hold of a community of players and keep them locked in its servers as the game continues to grow into a stable platform.
No matter how despicable one person may be, no one should be obligated to work with no compensation. Unfortunately, Crytek Shanghai did not think that the above statement was accurate. Ever since September of last year, they were working their employees without giving them a cent.
Crytek and Sega (Unfortunately, we could not get stock quote TYO:6460 this time.) have struck a deal, as the house of Sonic will absorb Crytek’s Bulgari studio into the Creative Assembly family.
Crytek’s online multiplayer FPS Warface is about to get a brand new publisher.
When Kalypso Media announced the return of the classic military RTS franchise Sudden Strike with a whole new entry, I was shocked. Considering the series went dormant for over half a decade, there was also a bit of scepticism mixed with my excitement. Sudden Strike is known as a trailblazer in the genre, so there is a lot to be concerned about with a new publisher and developer at the helm of the classic series. Yet, during my playthrough for Sudden Strike 4 at the Kalypso Media 10 Year Anniversary event, I found quite a bit to be excited about.
It’s always nerve-wracking when a series that’s so beloved is back, but with completely new talent behind it. Especially when the team involved is relatively unknown. Kite Games is a 23-person team, with most of their talent coming from the now closed Stormregion Studios, known for their work on Codename Panzers and Joint Task Force. The team was also renowned for their time with Crytek Studios as Crytek Budapest, where they helped in the development of Ryse: Son of Rome.
Fortunately, Kite Games has taken a lot of time to build an authentic sequel to the Sudden Strike series that can work as an access point both for fans of the franchise and for new players who just love history. Available for Mac, PC, Linux and PS4, Sudden Strike 4 plays like an RTS through and through. Traditionally, this genre doesn’t translate well onto consoles; however I was told the PS4 version was optimized with a friendlier interface to try and change that mindset That being said, I played a PC build, so I can’t really speak to the validity of that assessment.
From a personal standpoint, however, I prefer a keyboard and mouse for this genre, so I had no problems sticking with the PC demo. Set during the Second World War, Sudden Strike 4 offers players 20 missions to choose from, all based on actual battles across three different campaigns (Russian, German, and Allied). Each campaign features historic commanders to choose for battle, and they come with different bonuses for your troops. For instance, one commander may be known for his revolutionary tank warfare tactics, so your tanks will be stronger under him, or one general could give your foot soldiers a bonus where they all carry grenades. While some commanders are better suited for specific battles, they are not the difference between victory and defeat.
That is all up to the player, really. The game’s focus is on completing the mission, not building units or bases, so it’s more action heavy than many RTSs, but at the same time, there is much more of a focus on playing smart, rather than going in guns blazing. Each level is fairly open ended, so you can play to your strengths, but for more savvy players, there are alternate routes that can allow you to surround and flank groups of enemies, making attention to your surroundings vital. Really, you should pay attention to everything, because events can happen so fast, and different troops have different vulnerabilities. For instance, certain tanks have weak points, and strong spots. Shooting the wrong spot could cause ballistics to bounce back at your team. In such cases, your team must try to work around the tank to its weak side to take it out properly. That attention to the battlefield is required right from the beginning, and if you slip up, it’s hard to recover. Not that it’s impossible, or that you can’t bounce back, it just gets a lot harder. At least, that’s how it felt in my playthrough.
Visually, the game drops the more 3D visual style of Sudden Strike 3 and goes with a more traditional RTS look with a fixed camera on an angle, so it’s not really top-down. Still, the game looks great, and has an element of classic RTS design that makes it feel familiar but new at the same time, which is the perfect way to reintroduce a series that’s been gone for so long that also has new talent at the helm.
My time with the pre-alpha build for Sudden Strike 4 was short, but it was long enough to get me excited. It’s challenging, keeps players thinking, and takes a different approach to the genre. It put my initial worry at ease. With a Spring 2017 release, there is a lot of time to polish up the flaws that come with a pre-release demo, so I’m certain this will be a solid entry and a welcome return to the RTS genre.
German company Crytek announced six more universities involved in their VR First academic initiative, a program dedicated to the development of virtual reality.
Crytek has just announced that its latest game engine, CryENGINE V will not only go forth on a pay-what-you-want model, but also natively support VR.
Crytek has put out all of its developing tools to the public without the usual subscription costs or the royalty fees and is hoping that users will contribute back to the company. Like Unity, Crytek will also start a marketplace to help users by providing them with pre-made assets.
Frank Vitz, the creative director showed off the new engine and its features at GDC, giving a run down on the new features and their new VR title called, The Climb.
Crytek is committed to advancing and working within the new VR faucet of the industry and is aiming to make it more accessible to developers.
Look forward for more updates as the engine goes live in the near future.