Ryse: Son of Rome: Difference between revisions
No edit summary |
Irdepesca572 (talk | contribs) mNo edit summary |
||
Line 24: | Line 24: | ||
Set in an alternate version of Rome, ''Ryse'' follows the life of the Roman centurion Marius Titus as he becomes one of the leaders in the Roman Legion. He is on a quest to murder [[Nero]], the Roman Emperor, whose followers murdered his family. Gameplay revolves around Marius using his sword to strike enemies and shield to deflect attacks. Execution sequences are also featured in the game, which are [[quick-time event]]s that serve as an extension to combat. The game features a two-player [[co-operative gameplay|cooperative multiplayer]] mode, which tasks players to fight against waves of enemies in maps that are changing dynamically. |
Set in an alternate version of Rome, ''Ryse'' follows the life of the Roman centurion Marius Titus as he becomes one of the leaders in the Roman Legion. He is on a quest to murder [[Nero]], the Roman Emperor, whose followers murdered his family. Gameplay revolves around Marius using his sword to strike enemies and shield to deflect attacks. Execution sequences are also featured in the game, which are [[quick-time event]]s that serve as an extension to combat. The game features a two-player [[co-operative gameplay|cooperative multiplayer]] mode, which tasks players to fight against waves of enemies in maps that are changing dynamically. |
||
The game's development began in 2006. Originally set to be a [[first-person perspective|first-person]] [[Kinect]]-only title for the [[Xbox 360]], the game was later redesigned to become a third-person hack and slash game, with Kinect serving a diminished role. The development of the game was originally handled by [[Crytek Budapest]], but was later transferred to Crytek's |
The game's development began in 2006. Originally set to be a [[first-person perspective|first-person]] [[Kinect]]-only title for the [[Xbox 360]], the game was later redesigned to become a third-person hack and slash game, with Kinect serving a diminished role. The development of the game was originally handled by [[Crytek Budapest]], but was later transferred to Crytek's headquarters in Frankfurt, Germany. Revealed as ''Codename: Kingdom'' at [[Electronic Entertainment Expo 2010]], the game was reintroduced as ''Ryse: Son of Rome'' at [[E3 2013]]. It was developed simultaneously with six other projects by Crytek. |
||
''Ryse: Son of Rome'' received a mixed critical reaction from reviewers upon launch, being praised for its visuals, story and high production values but criticized for its repetitive and simple gameplay. [[Cevat Yerli]], CEO of [[Crytek]], added that he was not satisfied with the sales of the game. |
''Ryse: Son of Rome'' received a mixed critical reaction from reviewers upon launch, being praised for its visuals, story and high production values but criticized for its repetitive and simple gameplay. [[Cevat Yerli]], CEO of [[Crytek]], added that he was not satisfied with the sales of the game. |
Revision as of 19:11, 27 September 2015
Ryse: Son of Rome | |
---|---|
Developer(s) | Crytek Frankfurt |
Publisher(s) | Microsoft Studios |
Director(s) | Cevat Yerli |
Producer(s) | Vidanjor Niyazi |
Designer(s) | Cevat Yerli |
Writer(s) | Steven Hall Rasmus Højengaard Peter Gornstein |
Composer(s) | Borislav Slavov Tilman Sillescu Peter Antovski |
Engine | CryEngine |
Platform(s) | Xbox One Microsoft Windows |
Release | Xbox One November 22, 2013 Microsoft Windows October 10, 2014 |
Genre(s) | Action-adventure, hack and slash |
Mode(s) | Single-player, multiplayer |
Ryse: Son of Rome is a third-person action-adventure hack and slash video game developed by Crytek Frankfurt and published by Microsoft Studios. It was released on November 22, 2013 as a launch title for the Xbox One, and was released on October 10, 2014 for Microsoft Windows.
Set in an alternate version of Rome, Ryse follows the life of the Roman centurion Marius Titus as he becomes one of the leaders in the Roman Legion. He is on a quest to murder Nero, the Roman Emperor, whose followers murdered his family. Gameplay revolves around Marius using his sword to strike enemies and shield to deflect attacks. Execution sequences are also featured in the game, which are quick-time events that serve as an extension to combat. The game features a two-player cooperative multiplayer mode, which tasks players to fight against waves of enemies in maps that are changing dynamically.
The game's development began in 2006. Originally set to be a first-person Kinect-only title for the Xbox 360, the game was later redesigned to become a third-person hack and slash game, with Kinect serving a diminished role. The development of the game was originally handled by Crytek Budapest, but was later transferred to Crytek's headquarters in Frankfurt, Germany. Revealed as Codename: Kingdom at Electronic Entertainment Expo 2010, the game was reintroduced as Ryse: Son of Rome at E3 2013. It was developed simultaneously with six other projects by Crytek.
Ryse: Son of Rome received a mixed critical reaction from reviewers upon launch, being praised for its visuals, story and high production values but criticized for its repetitive and simple gameplay. Cevat Yerli, CEO of Crytek, added that he was not satisfied with the sales of the game.
Gameplay
Ryse: Son of Rome is an action-adventure hack and slash game played in a third-person perspective. Players assume control of Marius Titus, a Roman general who is on a quest to take revenge for his murdered family. Throughout the game, players gain access to weapons that can be used to assault enemies or defend themselves. For instance, players are equipped with a sword that can be used to strike and kill enemies, and a shield that can be used to deflect enemies' attack and break their defense.[1] The strength of each attack can be decided by players.[2] In addition to melee-based combat, the game features spears and javalins, which serve as ranged weapons.[3]
The game's combat puts emphasis on "flow", a term referring to a player's ability to move on to fight against another enemy upon defeating and killing an enemy with few limitations in between.[4] Combat is combo-based, in which players are able to build a long combobination sequence if their attacks are not disrupted by enemies. Rewards are given to players who are able to build a long combo. Marius can block attacks to break enemy combos to counterattack. When players deal enough damage to an enemy, they can activate an execution sequence. Once the execution sequence has been initiated, enemies involved in the execution are highlighted automatically with colors by the game, and players can perform a series of quick time events by pressing the appropriate buttons.[5] These execution sequences serve to grant additional resources to players, depending on how well the execution is performed. At any time prior to initiating an execution, the player can select one of four categories of executions to perform upon weakened enemies; the selected type of execution determines the type of resource that will be granted when an enemy is executed. Upon completing a successful execution sequence, players are granted the type of execution that was selected. There are four perks available for players.[6] One of these perks increases the player's damage for a duration after the execution, another refills the player's Focus bar, which allows players to slow down time to increase combat efficiency, one of them allows players to regain lost health, and the last type significantly boosts the amount of experience points received from the kill.[7] These experience points can be used to purchase upgrades for various attributes, such as health, damage, or Focus bar capacity, and to unlock additional execution moves.[8] The game still automatically completes and finishes these execution sequences when players fail to press the highlighted buttons, but provides a much smaller reward. Lining up two or more weakened enemies in close proximity allows the player to perform a double execution sequence, which greatly increases the reward granted.[9]
In several segments of the game, Marius is involved in large-scale battles. Players are tasked to co-operate with, or command, other non-playable characters to defeat large numbers of enemies.[10] The game features Kinect voice integration, in which players can issue commands to other characters to provide assistance, such as calling in arrows or catapults.[11]
There is also a co-operative multiplayer mode, in which two players team up to accomplish various challenges and fight against waves of increasingly difficult enemies in the Roman Colosseum, a gladiator arena setting.[11] The environments of the Colosseum change dynamically in a match to add variety to the mode. Players can gain access to increasingly advanced armor and weapons as they progress through these multiplayer matches. Microtransactions are also featured, allowing players to purchase in-game upgrades with real-life currency.[12]
Plot
Ryse: Son of Rome is set in an an alternate version of Rome. The game begins with a tutorial section in the middle of the story, with Roman general Marius Titus leading the defense of Rome against oncoming Celtic barbarians led by Boudica. Marius hands a small, nondescript sack to a subordinate with the instructions to display it from an elevated position, then helps secure the Roman emperor, Nero, in a private safe room. At the emperor's behest he begins to tell his story; the rest of the game is an extended flashback depicting Marius' adventures up to this point.
Marius begins his story as a soldier having just successfully completed his training, who is about to leave Rome to serve his duty in the relatively sedate II Legion, holding a post in peaceful Alexandria. Just before his deployment, he enjoys a return to his family in Rome and the adulation of his father Leontius, who is himself a former Legion general and current member of the Roman Senate. Marius' visit is cut short as a barbarian incursion takes place, which, after a running battle through the streets of Rome leading to the Forum building, results in the death of his parents and younger sister. Commander Vitallion, a friend and former comrade of the slain Leontius, transfers Marius to his XIV Legion, and promises Marius vengeance for his murdered family. Vitallion leads the XIV Legion to Britain, but the fleet is ambushed off the coast; Marius leads the counter-attack, rallying the surviving Roman troops and nearly single-handedly preventing the destruction of the remainder of the fleet, which impresses Vitallion that he promotes Marius to Centurion.
After receiving reports of a rebellion at York, Marius heads north to aid the defeated legion stationed there. Upon capturing King Oswald and his daughter Boudica, Basilius, the son of the Emperor, reveals that his brother Commodus has been captured by the barbarians, whose whereabouts are unknown. Basilius, threatens and forces King Oswald into revealing the location of Commodus, who has been traded to the fearsome men north of Hadrian's Wall. Basilius orders Vitallion and Marius to bring back Commodus. After crossing the border into Caledonia, the party is ambushed, Vitallion is taken hostage by barbarians, and Marius is separated from his legion. Marius makes his way into the enemy camp, freeing and rallying captured Roman soldiers along the way. He kills the barbarian leader Glott and rescues Commodus and Vitallion.
Commodus continues to intimidate Oswald and murders him, causing a breakdown in negotiations. Meanwhile, Marius realizes that the band of barbarians he encountered years ago had invaded Rome and slain his father at Nero's instigation as a means of eliminating political rivals. Furthermore, the Celts, led by a just-escaped Boudica, lay siege to York, with XIV Legion tasked with defending it until Commodus can escape. In the end, Marius sacrifices himself to buy time for the final ships to sail, but is resurrected by the goddess Summer, who tasks him with taking on the mantle of Damocles, a legendary Roman general who was abandoned to his enemies due to political expediency. In that guise, Summer tells him to avenge his family and comrades, and save Rome.
In the guise of a mysterious masked warrior calling himself Damocles, Marius takes advantage of Emperor Nero and his sons' interest in the gladiator sports, and enters the gladiatorial ludi to confront Nero and his sons directly. His demonstration of martial skill gains him the sponsorship of Nero's son Basilius, and Marius is then able to slay Basilius during a private audience. After that, Marius confronts Commodus in the Colosseum itself, emerging victorious after a grueling set victories over one-sided battles stacked against him. As "Damocles" and Nero jointly call for each other's deaths, Marius escapes, meeting up with Vitallion. According to Vittalion, Boudica has gathered enough barbarian support to storm the capital itself. Vitallion agrees to help Marius put an end to Nero's destructive rule. Their efforts are successful, but Vitallion is slain by Boudica during the attack. Marius takes up the command and defeats her in turn, though his victory is tempered by their shared realization that they are both victims in Nero's power plays.
This brings Marius to the "present day" of the game's narrative: he gives the small sack, containing Boudica's severed head, to his subordinate, and escorts Nero to his safe room, and tells his tale. Nero, who has since deduced that Marius is Damocles, flees deeper into his bolt hole. As Marius gives chase, he is temporarily distracted by Aquilo, the god of the north wind, who has been aiding Nero and whose stated goal is to cause the collapse of Rome. However, Summer helps Marius claim the victory, and Marius tosses both Nero and himself off a parapet to their mutual deaths.
The story ends with the barbarians retreating from Rome, disheartened by the loss of their leader, and with Marius being posthumously hailed as a hero for his efforts to fend off their attacks.[13]
Development
Ryse: Son of Rome was originally developed by Crytek Budapest. In 2004, Crytek released its debut title Far Cry, and in 2006, Microsoft Studios released Xbox 360 and was working on a prototype for Kinect called "Project Natal".[14][15] Ideas for Ryse originated in 2006 by Crytek's CEO Cevat Yerli, who was eager to expand the studio, and wanted the studio to work on multiple projects simultaneously. Early work and concept development began shortly afterwards, with Crytek working on a pair of fantasy games that were set in the same Medieval universe. They were Kings, a massively multiplayer online role-playing game, and Kingdoms, a first-person action role-playing game. They hoped that with Kingdoms, they could create an "up-close" and "visceral" experience.[14]
Crytek then pitched the game to different publishers, and eventually, in 2009, the company pitched the two projects to Microsoft. According to Nick Button-Brown, the general manager at Crytek, the game was not functional at that time, and only served to prove to the publisher that a first-person melee game was fun for players. The representative from Microsoft, Phil Spencer, admired Crytek's intention to expand, and thought that Microsoft's games line up for the Xbox 360 was lacking a first-person melee-combat game. As a result, they accepted to publish Kingdoms, and rejected Kings. The two companies agreed that the project would be a natural fit for Microsoft's yet-to-be-announced Kinect.[14]
It was originally revealed as Codename: Kingdoms during Microsoft's E3 2010 press conference, along with the announcement that the game was being developed by Crytek. During the Microsoft Press Conference at E3 2011, Ryse was announced as a Kinect-only title. The announcement entailed a prerendered trailer with minor gameplay footage.[16] The gameplay footage featured players using their own body gestures to control the protagonist to fight against enemies, and perform actions like sword wielding, blocking attacks with a shield, and head-butting.[17] The trailer served as a test for Crytek to see whether the general audience liked the Kinect features or not.[14]
In early 2011, the game's direction was shifted from building a world of "high fantasy" to building a realistic ancient Rome, and the development of the game was shifted from Crytek Budapest to Crytek's headquarter in Frankfurt, Germany. The Budapest office was significantly downsized afterwards, and its focus was shifted to develop smartphone games.[18][19] It became one of six projects the company was working on. Development of the game continued after its E3 2011 reveal.[20] Different experiments were carried out for the game to see what elements would work and what would not. A team at Crytek Frankfurt proposed to turn the game to an on-rail interactive movie, which the team believed was suitable for Kinect's features and would able to showcase the power of CryEngine. The idea was later scrapped.[14]
Microsoft and Crytek sat together at a table and said, 'Are we still doing this game Kinect-based?' Then effectively we and Microsoft, though nobody dared to say it to each other [at first], found that this was not the right way to go forward. [We were both worried] core gamers may not yet be convinced to use Kinect.
— Cevat Yerli, CEO of Crytek
During the game's development, the team worried that the game may be too tiring for players, and that Kinect may not able to detect their movements accurately, leading to frustration. As a result, the team developed three prototypes for the game. The first prototype allowed players to play the entire game with Kinect, the second one tasks players to play the game with a Xbox 360 controller, with Kinect features, while the third one completely removed the Kinect features.[21] Crytek eventually chose the second prototype, and shifted the game's perspective to become a third-person video game. In June 2012, Phil Spencer, corporate VP of Microsoft Studios, maintained that the game was still in development. and added that Kinect will only be "part of the game".[22] With the changes in the game's control scheme, the game's focus also changed, with the team aiming to create a cinematic and character-focused experience for players.[21] The change also extended the game's development process, and eventually, in May 2013, Ryse was confirmed to be a launch title for Microsoft's next game console, Xbox One.[23] In June 2013 at the E3 Microsoft Conference, Crytek showed a gameplay video. Kinect was no longer part of the active battle but had a diminished role by providing squad commands through speech and gesture.[11] The team at Crytek decided to make it a launch title instead of delaying it for further polishing, as they considered the launch of Xbox One an "emotional" event and wanted to be a part of it.[24]
Ryse's combat puts lots of focuses on "flow" and crowd control. As a result, the team introduced a rhythm-styled combat which is similar to that of Batman: Arkham Asylum. The flow was described to be one of the most important part in the game's mechanics, and the artificial intelligence of enemies were designed to break and disrupt players' flow. The team later chose to introduce the execution mechanics as they found that the combat was proven to be too difficult for players, and that the execution mechanics provided an easier way for players to defeat enemies.[25] The game also focused on precision and timing, tasking players to hit enemies at the correct time and position to gain greater rewards. The developer also hoped that players will use creativity when dealing with enemies.[26] A concept called "mashing to mastery" was introduced in Ryse, in which the game's combat was designed to be accessible for newcomers and be challenging for hardcore players.[27] In order to achieve the "mashing to mastery" mechanic, the team introduced the execution mechanic, which is a series of quick-time events, as the team at Crytek hoped that it would make these scene more rewarding to players, as well as allowing the flow of combat to continue.[28]
Ryse's intention was to build a cinematic story. The team put emphasis on building the game's protagonist, Marius Titus, who was described as a character with three different sides. The game's cinematic director, Peter Gornstein, considered that adding personalities to characters as one of the most important features in creating a good story, as it allows players to care for and emphasize the character. He also hoped that the character is consistent throughout the game. As a result, the team developed transition sequences, in which gameplay can fluidly transit to cinematic.[29] The game also put emphasis on the protagonist's motion capture.[30] To achieve this, the team collaborated with The Imaginarium Studios to develop the cinematic and motion-capture technology for the game.[14] According to Yerli, having good motion capture technology can help "create the ultimate emotion".[31] The game's camera was originally set to be controlled by artificial intelligence, drawing inspirations from Seven Samurai and Children of Men, but the idea was later scrapped and a dynamic camera was designed to replace it. The camera was also made closer to the playable character than other hack and slash games, as they hoped that they could show a "claustrophobic brutality" from it. According to Crytek, having a close up camera has always been the game's core element.[32]
The developers claim to have drawn much of the inspiration for the game's combat and tactics from "...the innumerable Roman campaigns that led to the modern concept of total war". Fifteen hero level characters were given full motion capture with the same detail as Marius.[32] Unlike Crytek's previous projects, the game is set in ancient Rome, a place which the developer thought was underrepresented in video games.[33] The game also features different Renaissance-inspired imagery. In order to create an accurate environment, the team visited different locations in Rome.[34] While the game is set in Rome, its story is not entirely historically accurate. Crytek described it as a "historical mash-up", in which the team selected their favourite historical events and put them together into the game.[32]
Crytek contracted Ruffian Games to develop a competitive multiplayer mode for Ryse, but the feature was later cut from the final game.[14] Despite that, a co-operative multiplayer mode was introduced, and tasked players to fight against waves of increasingly difficult human enemies. The team originally hoped to add sea battles and animals to the game, but after internal testing, these features were removed.[35] A Xbox SmartGlass feature called the Challenge Editor was set to be introduced to the game after its launch. It allowed players to create custom challenges for the game's co-operative multiplayer.[36] However, Crytek announced that the development of this feature had been ceased in February 2014.[37]
The game's music is composed by Borislav Slavov and Peter Antovszki, Crytek's in-house composers. Slavov had previously led the soundtrack development of Crysis 3 and Warface. The soundtrack development began in February 2013, right after the completion of Crysis 3. Slavov considered composing the music for Ryse a great challenge for him, as he had to compose 250 minutes of music within a short time frame. Crytek also hired an external composer, Tilman Silescu, to help compose the music for the game.[38]
Release
Ryse was originally revealed as a Xbox 360 title that was set to be released in early 2011.[14] Revealed at E3 2010 as Codename Kingdom,[39] the game missed its release window, and its official name was revealed during E3 2011 as Ryse.[40] It was reintroduced as Ryse: Son of Rome at Microsoft's press conference at E3 2013 with a gameplay demo.[41] The game served as a launch title for the Xbox One, and was released on November 22, 2013.[42] The season pass, featuring different in-game bonuses and items, was released on the same day.[43] The game was supported with downloadable content upon launch. Mars’ Chosen, Morituri Pack, Duel of Fates Pack, and Colosseum Pack were released from 2013 to 2014 and featured new maps and modes for the multiplayer portion of the game. A Legendary Collection, which featured the base game, the game's seasonal pass, and all the additional content released for the game, was released on October 7, 2014.[44]
On August 7, 2014, Crytek announced that Ryse would be released for the PC platform in the fall of 2014. This version of the game is stated to support 4K resolution and included previously released downloadable content.[45] The PC version was released on October 10, 2014.[46] Crytek published the digital version of the PC version of the game, while Deep Silver published the retail version.[47]
Reception
Aggregator | Score |
---|---|
GameRankings | (XONE) 64.30%[48] (PC) 63.20%[49] |
Metacritic | (XONE) 60/100[50] (PC) 61/100[51] |
Publication | Score |
---|---|
Destructoid | 5/10[52] |
Electronic Gaming Monthly | 7.5/10[53] |
Eurogamer | 5/10[54] |
Game Informer | 6/10[55] |
GameSpot | 4/10[57] |
GamesRadar+ | [56] |
Giant Bomb | [58] |
IGN | 6.8/10[59] |
VideoGamer.com | 7/10[60] |
Ryse: Son of Rome received mixed reviews. Aggregating review websites GameRankings and Metacritic gave the Xbox One version 64.30% based on 47 reviews and 60/100 based on 77 reviews[48][50] and the Microsoft Windows version 63.20% based on 10 reviews and 61/100 based on 27 reviews.[49][51]
The game's visuals received critical acclaim. Brian Albert from IGN thought that Ryse would be the perfect title for people to show off their console due to its high graphical quality. He also praised the game's wide variety of environments and fluid character animation. However, he criticized the game's boss-design.[59] Hollander Cooper from GamesRadar strongly praised the game's graphics and the level of detail.[56] Simon Miller from VideoGamer.com thought that the game fulfilled its purpose as a Xbox One launch title, and demonstrated the power of the console.[60] Andrew Reiner from Game Informer considered that the game's cinematic as "towering achievements of visual design".[55] Brad Shoemaker from Giant Bomb thought that the graphics had successfully surprised players.[58]
The game's gameplay received polarized reception. Marc Camron from Electronic Gaming Monthly called it "basic", and thought that despite the fluid and smooth combat, and the addition of the reward system which added a layer of strategy to the game, the game's execution system hindered the flow of the game by slowing down the overall pace of combat. He added that the game's combat lacked complexity and depth, and was too repetitive for players to enjoy.[53] Albert also thought that the combat system was too basic. In addition, he noted the repetitive pattern of enemies. He also criticized the game's over-emphasis on graphics, which led to the simple gameplay.[59] Cooper thought that the game's combat was satisfying, and thought that the game's swordplay had successfully captured the sense of weight and impact. However, he also considered the system repetitive.[56] Reiner criticized the execution sequences, which he considered excessive and over-simplistic.[55] Shoemaker also thought that the game lacked both variety and depth.[58] Mark Walton from GameSpot thought that the game design was too linear, and that the game discouraged any form of exploration.[57]
The game's story also received praise from critics. Camron praised the game's voice-acting and setting, which he thought was "intriguing". However, he thought that the narrative was too basic, and missed many details that could have further improved the game's story.[53] Albert admired the game's story, and thought that it was handled with great care. He added that the game's plot was easy for players to follow, even though the game features multiple unexpected twists.[59] Cooper described the game's narrative as surprising, adding that the later part of the game successfully added personalities to both the game's heroes and villains.[56] However, Walton called the game's script as "laughable" and said that the dialogue made the plot unbelievable for players.[57]
Critics had divided opinions on the game's multiplayer. Camron thought that it was a nice addition to the game, even though he thought it lacked the complexity a multiplayer mode should have, and that it failed to extend the game's longevity.[53] Miller echoed this statement, and thought that the multiplayer mode failed to hook players.[60] Walton thought that players would not return the mode after experiencing it once, and he described the mode as "bland".[57] Albert, in contrast, considered the mode a unique addition to the game, and thought that it had successfully added some strategy elements to the game.[59] Chris Carter from Destructoid thought that the multiplayer mode was better than the game's main campaign. He described it as a "pleasant surprise".[52]
The amount of content featured in the game received mixed reviews. Miller thought that the game only revolved around one idea, which led to its simplistic gameplay.[60] Camron and Cooper thought that the campaign was too short for most players.[53][56] Shoemaker thought that for a full-priced game, it lacked content.[58] Reiner furthered criticized the game's low replay value.[55] Carter advocated that players purchase the game when its price dropped. He added that while the game features lots of ideas, most of them failed to deliver.[52]
While no exact sales figure was revealed, Yerli expressed his disappointment with the sales of Ryse for the Xbox One in August 2014, blaming the low sales of the Xbox One.[61]
Controversy
A Federal Trade Commission investigation uncovered an undisclosed paid endorsement deal between Microsoft Studios and Machinima Inc. Microsoft Studios paid for fake organic reviews, and bound Machinima Inc. to “not portray [Microsoft], the Xbox One, or the Launch Titles in a negative manner”. Ryse: Son of Rome was specifically listed in the FTC document as being one of the titles to receive fake reviews, and price quotes for these reviews range between $15,000 and $30,000.[62]
Sequel
According to Yerli, Ryse: Son of Rome is not a "one-off" title and will serve as the beginning of a new franchise.[63] However, several reports claimed that Ryse 2 was cancelled because of a conflict between Crytek and Microsoft over who would own the rights to the franchise. In exchange for funding Ryse 2's development, Microsoft wanted to take over the Ryse intellectual property. Crytek would not agree to these terms, so the project was cancelled.[64] Cevat Yerli, however, denied that the game was cancelled in an interview with Eurogamer, adding that the relationship between Microsoft and Crytek remained strong and positive.[24] Ryse was among one of the last titles developed by Crytek before the company entered financial crisis and re-construction.[65] The new Crytek is focused on developing free-to-play games and being a "game service" instead of a video game developer. Despite this, Ryse is still an intellectual property owned by Crytek.[24]
References
- ^ "Ryse: Son of Rome's Redemption". IGN. November 6, 2013. Retrieved August 10, 2015.
- ^ Yoon, Andrew (November 6, 2013). "Ryse: Son of Rome preview: pretty, boring". Shacknews. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ VanOrd, Kevin (December 6, 2013). "Five Tips for Becoming a Legend in Ryse: Son of Rome". GameSpot. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Grubb, Jeff (September 3, 2013). "Xbox One's Ryse features combat with 'rhythm and flow'". VentureBeat. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ VanOrd, Kevin (November 6, 2013). "Ryse: Are You Not Entertained?". GameSpot. Retrieved August 10, 2015.
- ^ Mitchell, Richard (June 12, 2013). "The brutal, proactive combat of Ryse: Son of Rome". Engadget. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Turi, Tim (August 20, 2013). "Ryse: Son of Rome: Testing Out The Brutal Combat". Game Informer. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Serrels, Mark (November 7, 2013). "Crytek Explains The New Combat System In Ryse". Kotaku. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Taljonick, Ryan (June 11, 2013). "Ryse: Son of Rome is more fun to watch than it is to play". GamesRadar. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Nunneley, Stephany (July 24, 2013). "Ryse: Son of Rome – mass combat, dynamic battles". VG 247. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ a b c Mccaffrey, Ryan (June 11, 2013). "E3 2013: Ryse Multiplayer, Kinect Details Revealed". IGN. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Scammell, David (August 22, 2015). "Ryse has microtransactions". VideoGamer.com. Archived from the original on September 12, 2015. Retrieved August 10, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Crytek (November 22, 2013). Ryse: Son of Rome (Xbox One) (1.0 ed.).
- ^ a b c d e f g h Leone, Matt (June 10, 2013). "Ryse: Son of Rome's Seven-Year Road to E3". Polygon. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Rowan, David (October 29, 2010). "Kinect for Xbox 360: The inside story of Microsoft's secret 'Project Natal'". Wired.co.uk. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Contact Stephen Totilo: Comment (June 6, 2011). "Crysis Creators Making Ryse, the Kinect Game for the Hardcore". Kotaku. Archived from the original on September 12, 2015. Retrieved December 2, 2011.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ O'Conner, Alice (June 6, 2011). "Crytek reveals Kinect-controlled Ryse". Shacknews. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Graft, Kris (May 6, 2011). "Source: Layoffs At Crytek Budapest, Kinect Game Moves Foward [sic]". Gamasutra. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Robinson, Martin (August 17, 2012). "Crytek's Ryse "is moving forward really well"". Eurogamer. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Takahashi, Dean (November 6, 2013). "Crytek stayed true to the vision of hair-trigger combat in Ryse: Son of Rome (interview)". VentureBeat. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ a b Nunneley, Stephany (September 3, 2013). "Ryse: Son of Rome – Crytek developed three prototypes before deciding on final version". VG 247. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Kietzmann, Ludwig (June 7, 2012). "Crytek's Ryse still in the works, Kinect will be 'part of it'". Engadget. Archived from the original on September 12, 2015. Retrieved September 13, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Wesley Yin-Poole (May 22, 2013). "Crytek's Ryse confirmed as an Xbox One exclusive". Eurogamer. Archived from the original on September 12, 2015. Retrieved September 13, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ a b c Yin-Poole, Wesley (August 8, 2014). "The transformation was painful. We paid the price". Eurogamer. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Crecente, Brian (August 20, 2013). "Crytek aims for flow, not just flash with Ryse: Son of Rome". Polygon. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Makuch, Eddie (September 3, 2013). "Ryse combat "built to feel good"". GameSpot. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Makuch, Eddie (July 9, 2013). "Crytek: Ryse combat is "mashing to mastery"". GameSpot. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Lemne, Bengt (July 8, 2013). "Crytek on Ryse's combat: "mashing to mastery"". Gamereactor. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ VanOrd, Kevin (October 17, 2013). "The Softer Side of Ryse: Son of Rome". GameSpot. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Garett, Patrick (June 11, 2013). "Xbox One's Ryse: Roman conquest of emotion". VG 247. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Hall, Charlie (July 11, 2013). "The Story of Crytek: From X-Isle Through Redemption". Polygon. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ a b c Freeman, Will (November 28, 2013). "Interview: Crytek on Ryse's rise to Xbox One launch title". Develop. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ "Ryse: Son of Rome – Combat, Kinect & The Console War". NowGamer. November 14, 2013. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ "Work of art: Ryse features in a major new Renaissance exhibition". Crytek. April 30, 2014. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Crecente, Brian (August 24, 2013). "Lions, chariots and naumachia: The things that almost made it into Ryse: Son of Rome". Polygon. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Derocher, Joshua (November 7, 2013). "Ryse: Son of Rome will add challenge editor after launch". Destructoid. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Crecente, Brian (February 21, 2014). "Ryse SmartGlass challenge editor quietly killed by Crytek and Microsoft". Polygon. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ "Interview: Crytek Audio Directors And Composer – Simon Pressey, Florian Füsslin & Borislav Slavov". Speakhertz. May 26, 2014. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Kessler, Matt (June 14, 2010). "Crytek Announces 360 Exclusive, Codename: Kingdom". Giant Bomb. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Hatfield, Daemon (June 6, 2011). "E3 2011: Codename Kingdoms is Officially Ryse". IGN. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ "E3 2013: Ryse: Son of Rome first look by CVG". The Telegraph. June 13, 2013. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Martin, Liam (November 21, 2013). "'Ryse: Son of Rome' review (Xbox One): Brutal, bloody, but shallow". Digital Spy. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Yin-Poole, Wesley (November 1, 2013). "Xbox One exclusive Ryse: Son of Rome Season Pass announced". Eurogamer. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Makuch, Eddie (October 7, 2014). "Xbox One Gets $50 Ryse: Legendary Edition". GameSpot. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ "Ryse: Son of Rome is coming to PC". Crytek. Archived from the original on September 12, 2015. Retrieved 7 August 2014.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Orry, James (September 4, 2014). "Ryse: Son of Rome PC release date set for October 10". VideoGamer.com. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Minotti, Mike (August 7, 2014). "Amid turmoil, Crytek plans to publish Ryse for PC with Deep Silver". VentureBeat. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ a b "Ryse: Son of Rome for Xbox One". GameRankings. Archived from the original on September 12, 2015. Retrieved 22 November 2013.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ a b "Ryse: Son of Rome for PC". GameRankings. Archived from the original on September 12, 2015. Retrieved 10 October 2014.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ a b "Ryse: Son of Rome for Xbox One Reviews". Metacritic. Archived from the original on September 12, 2015. Retrieved 22 November 2013.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ a b "Ryse: Son of Rome for PC Reviews". Metacritic. Archived from the original on September 12, 2015. Retrieved 10 October 2014.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ a b c Carter, Chris (November 21, 2013). "Review: Ryse: Son of Rome". Destructoid. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)} - ^ a b c d e Camron, Marc (21 November 2013). "Ryse: Son of Rome Review". Electronic Gaming Monthly. Archived from the original on September 12, 2015. Retrieved 22 November 2013.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)} - ^ Welsh, Oli (21 November 2013). "Ryse: Son of Rome review". Eurogamer. Gamer Network. Archived from the original on September 12, 2015. Retrieved 22 November 2013.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)} - ^ a b c d Reiner, Andrew (21 November 2013). "Ryse: Son of Rome Review". Game Informer. Archived from the original on September 12, 2015. Retrieved 22 November 2013.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)} - ^ a b c d e Cooper, Hollander (November 21, 2013). "Ryse: Son of Rome review". GamesRadar. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)} - ^ a b c d Walton, Mark (21 November 2013). "Ryse: Son of Rome Review". GameSpot. Archived from the original on September 12, 2015. Retrieved 22 November 2013.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)} - ^ a b c d Shoemaker, Brad (November 23, 2013). "Ryse: Son of Rome review". Giant Bomb. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)} - ^ a b c d e Albert, Brian (21 November 2013). "Ryse: Son of Rome". IGN. Archived from the original on September 12, 2015. Retrieved 22 November 2013.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)} - ^ a b c d Miller, Simon (November 21, 2013). "Ryse review". VideoGamer.com. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)} - ^ Dunsmore, Kevin (August 9, 2014). "Crytek Is Not Happy With Xbox One Sales, Future Ryse Titles May Be Multi-Platform". Hardcore Gamer. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Muncy, Jake (September 2, 2015). "FTC Slaps Machinima on the Wrist for Its Paid Endorsements". Wired.co.uk. Archived from the original on September 12, 2015. Retrieved September 6, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Cook, Dave (June 24, 2013). "Ryse: Son of Rome could spawn sequel, not meant to be a 'one-off', suggests Yerli". VG 247. Archived from the original on September 12, 2015. Retrieved August 11, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Yin-Poole, Wesley (26 June 2014). "Crytek's Ryse 2 canned as financial struggle spreads to Shanghai". Eurogamer. Archived from the original on September 12, 2015. Retrieved 26 June 2014.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Jarvis, Matthew (August 11, 2014). "Crytek CEO: 'We're not perfect; we paid the price for transformation'". Market for Home Computing and Video Games. Archived from the original on September 12, 2015. Retrieved August 17, 2015.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help)
External links
- Official website for the Windows version
- Ryse: Son of Rome at Crytek
- Ryse: Son of Rome at Xbox.com
- Ryse: Son of Rome at IMDb
- 2013 video games
- Action-adventure games
- Cancelled Xbox 360 games
- Cooperative video games
- CryEngine games
- Crytek games
- Gladiatorial games in fiction
- Hack and slash games
- Microsoft games
- Multiplayer and single-player video games
- Video games developed in Germany
- Video games set in the Roman Empire
- Windows games
- Xbox One games