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title="Permanent Link to How to create SweetFX-style shaders that don’t affect the HUD with Durante’s GeDoSaTo">gedosato-me3-greyscale







In 2012, Peter "Durante" Thoman wrote the popular mod DSfix for Dark Souls: Prepare to Die on PC. In April 2014, he wrote a series of articles for PC Gamer about modding Dark Souls 2.



About 3 months ago, at the same time as the PC release of Dark Souls 2, I released a new tool called GeDoSaTo. At first, it primarily focused on offering a set of graphical enhancement for DS2, but also supported downsampling in a limited set of DirectX 9 games. Since then, its scope and applicability have expanded greatly. Dark Souls 2 is now just one plugin rather than the main focus, compatibility has increased greatly at this point in time it s more likely for any random DX9 game to be supported than not and new, higher quality downsampling algorithms were added.



One example is Lanczos downsampling, which preserves/enhances small-scale detail, as you can see in this example - a cropped 5120x2880 to 1920x1080 downsampling from Might & Magic X: Legacy:







Crucially, the full source code for GeDoSaTo is now available on GitHub, and I welcome all contributions, including bug-fixes, feature or compatibility enhancements and new game profiles. And this is where this article comes in it is not necessary to know any programming to make significant enhancements to specific games, thanks to the power of the generic plugin. GeDoSaTo's generic plugin offers all the widely popular functionality of injectors such as SweetFX SMAA injection, high quality tone mapping, HDR effects, color, contrast, sharpness and gamma adjustments and more but better, as it allows you to target the application of those effects exactly to where they are needed, while not affecting UI elements or the HUD of games. This article will teach you how to use these capabilities in your own games, and walk through the entire process using Mass Effect 3 as an example.

The Generic Plugin

With GeDoSaTo becoming more general, there was a need to be able to target individual games without polluting the entire codebase. The solution is a plugin system, which allows for plugins written in C++. However, while that is a very powerful solution, it is overkill for most uses and requires some familiarity with programming.



The Generic Plugin is automatically used whenever GeDoSaTo is launched with a game for which no specific plugin exists. It supports the following features:



Downsampling from arbitrary resolutions (the fundamental purpose of GeDoSaTo).

Injecting either SMAA or FXAA post-processing anti-aliasing.

Customized image post-processing shaders.

Post-processing, AA and screenshot targeting to individual pixel shaders.



Points (1) to (3) are rather simple and straightforward to use. Select the desired settings in the configuration file, optionally edit the shader files and you are set. Of course, the same types of post-processing can also be achieved using SweetFX.



Point (4) is where GeDoSaTo distinguishes itself. When you use a SweetFX injector to add some post-processing effects, they will always be applied to the final rendered image, which means that the HUD and various UI elements will be processed as well. Particularly with FXAA and heavier post-processing this can be quite detrimental to the image quality of UI elements, especially that of text. The following image shows the menu screen of Blackguards, both with and without FXAA and post-processing.







As you can see, the injected processing greatly improves the quality of the rendered background elements and cleans up their edges nicely, but it also reduces the clarity of the text and even introduces some artifacts in the 2D elements. This means that when you use a SweetFX injector to change color saturation or add AA, these changes affect the UI as well and often be detrimental to its quality, as in the example above.



Ideally, we would inject post-processing which only affects the rendered image, but not the HUD/UI elements and that is exactly what GeDoSaTo provides. In the rest of this article, I ll walk through the steps of creating game-specific post-processing plugins that will only affect a game s graphics, not its UI.

Getting started with game-specific GeDoSaTo profiles

As an example game, I picked Mass Effect 3 to demonstrate the process of implementing HUD-less post-processing. The first order of business if you want to try a new game (after downloading the latest version of GeDoSaTo) is adding the game s executables to the whitelist. The whitelist is checked by GeDoSaTo, and only programs entered in it are affected. So, start GeDoSaToTool and press the Edit Whitelist button:







This brings up a text editor, which allows you to add executable names or patterns to match multiple files to the existing list.



For Mass Effect 3, we need to add MassEffect3Config and MassEffect3 you can usually find these names by navigating to a game s installation directory. Note that the whitelist also allows you to enter an additional name for each listed program in the case of ME3 this is hardly necessary, but it helps for more obscure files such as lcgol or EoCApp .







After editing the whitelist, you can press Sort Entries to have the entries automatically sorted, and don t forget to save, either with the button or by pressing Ctrl+S. Now we are almost ready to go, but to investigate how to perform HUD-less processing we still need to enable frame dumping (this allows us to record the rendering process of the game, which we will need to identify when exactly we want our injection to happen).



In the Edit Keybindings dialogue, enable the dumpFrame keybinding by uncommenting it like so:





A big dump

After this preliminary setup, it s time to start building a plugin for Mass Effect 3. First, I suggest configuring the game to run at a low resolution, such as 1280x720, and in windowed mode. This is not strictly necessary, but greatly speeds up the overall process. Also, make sure to enable all the graphical settings you want to use later when playing, as changing them might change the shaders the game uses and render all our subsequent findings obsolete.



Once you have started the game, you can press the numpad + key to make GeDoSaTo report its status, in order to make sure that the previous configuration additions were successful. For our Mass Effect 3 example, the result will look like this:







Now, load a saved game and get into a situation where some distracting HUD is shown. For the example, I chose this scene:







The next step is to press the key bound to the dumpFrame action (F9 by default), which causes GeDoSaTo to write out a detailed log of all the relevant rendering actions performed by the game for the next frame, and also an image dump of the current buffer at crucial points. Now might be a good time to brew a nice cup of tea, make a sandwich, check your favorite news site, or perhaps all of the above. What I mean to say is that this process will take a while.



After it has finished, all the information required to achieve HUD-less post-processing and screenshot taking is at our disposal. In particular, what we need is the most recent log file created in the log subfolder of the GeDoSaTo installation directory and the image dumps generated in the tmp folder.





Finding a Suitable Shader

Before coming back to the example, I ll explain how the current post-processing targeting functionality in the generic plugin works. There are two settings related to injection targeting: injectPSHash and injectDelayAfterDraw . The former specifies a hash code for the pixel shader which marks the point during each frame where we d like our post-processing to take place, while the latter is a Boolean value which determines whether or not post-processing should be delayed until after the first draw subsequent to using the shader with the specified hash. The following diagram should illustrate the concept more clearly:







In the upper row, the usual injection process employed by e.g. SweetFX and GeDoSaTo without special configuration is illustrated. Only once a complete frame is rendered does the injection happen, so obviously it applies to both the main rendered 3D scene and any existing HUD elements. Conversely, the lower row shows what happens in a targeted scenario with GeDoSaTo. During rendering, the game configures the GPU to use various pixel shaders (indicated by green lines), and draws geometry with them (red lines).



GeDoSaTo assigns a unique identifier (its Hash) to each shader. The injectPSHash parameter then specifies that the processing should take place when a pixel shader with the given identifier is used. Optionally, the processing can also be delayed until after the following draw call by setting injectDelayAfterDraw. What this means is that we can find, for example, the shader used when drawing the first UI element say a health bar and instruct GeDoSaTo to perform its processing at the point where the game first uses this specific shader. This way, only the actual game content rendered before the UI will be affected by our processing.



Searching a Hash for Mass Effect 3



Armed with this knowledge and the dump data generated previously, all we have to do is find a suitable pixel shader hash for Mass Effect 3. Usually, what I do is open up the folder with the dumped buffer images in windows explorer and set it to show the largest icons possible on the left of my screen, while opening the generated log file on the right (don t pay too much attention to the colors, the discoloration is due to how the alpha channel is being dumped):







It is then usually a rather straightforward task to find a suitable hash code by following these steps:



Find the point in the image dump where the first HUD elements appear. In our case, this happens when going from dump113 to dump114 .

Use text search to find the corresponding line in the log file.

Continue on downwards to the first call of SetPixelShader. The second parameter to this call is the hash code we are looking for.



One complication you might notice is that the HUD is already displayed in dump111 . This can happen in many games if a framebuffer used in a previous frame is not cleared. A more solid guideline for (1) in such cases would be find the last point in the frame dump where no HUD elements are visible , but a bit of experimentation might be required even so.

Creating a Game Profile

In order to use our newly gained hash code, all that remains is creating a game profile for Mass Effect 3. This means creating a subdirectory in the config path of the GeDoSaTo installation named after the game executable that is, as we figured out for the whitelist entry in the beginning, MassEffect3 and putting a GeDoSaTo.ini file into it. We can then use the built-in editor of GeDoSaToTool to edit it and add the hash code, like so:







We could also add more settings which we only want to apply for Mass Effect 3. Additionally, by placing a post.fx shader file in the same directory we can arbitrarily change the post-processing shader used for the game. As a small demonstration that our targeted injection is working, I created a shader which turns the image into a grayscale rendering:







As you can see, only the 3D rendered parts of the game are affected, while the HUD elements still retain their color. In addition to targeted postprocessing, we can now also use the takeHUDlessScreenshot keybinding in Mass Effect 3.

Conclusion

While its main purpose is still high-quality downsampling, the current version of GeDoSaTo can also be used as an alternative to SweetFX for the injection of post-processing effects. It goes beyond the scope of similar tools as, with a bit more effort, it can be tuned to apply only where you really want it to, without affecting HUD or UI elements.



If you find some hashes or create good profiles for games which are not yet supported, please do take a moment to contribute them to the project at Github, so that all users of GeDoSaTo can benefit from your efforts. Github offers an easy to use interface and plenty of documentation for how to set up pull requests, which are the best way to contribute and of course your contribution will be immortalized in the GeDoSaTo version history!
PC Gamer
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title="Permanent Link to Areal studio founder Eugene Kim addresses crowdfunding controversy in exclusive interview">slide6







With a new, in-house Areal crowdfunding campaign underway, West Games founder Eugene Kim took some time to answer a few questions about why the Kickstarter was suspended, what he knows about the big, late-day contributions that pushed the project past its goal and why the studio continues to use Stalker assets to promote its new game.



The new Areal crowdfunding campaign was launched very shortly after the Kickstarter was suspended, seeking the same amount of money $50,000 and offering the same rewards for the same donation amounts. But a number of questions remained unanswered, so we put them to Kim:



PC Gamer: Has Kickstarter contacted you to explain why the Areal project was canceled?



Eugene Kim: Kickstarter basically sends you a standardized letter that gives you a list of possible reasons for why your project might be suspended. They do not take the time to give a personalized response, and that's perfectly understandable, since Kickstarter manages thousands of projects. Their policy on suspensions are final, so none of our backers have been or will be charged for pledging on our Kickstarter. That's why we have restarted funding via our website, and we're doing pretty well so far.



PCG: The Vice article you say brought in a lot of new donors ran on July 21 but Kicktraq indicates only 31 backers that day, and 13 the next, with a total donation amount of $1105. The big donations that pushed you over the top came before it went live, on July 19 and 20. Where did those big donations come from?



Kim: We were suspended right when the vice article was getting a lot of views, which was unfortunate. But it's still such an honor for motherboard to write about us. I highly suggest checking out the Russian Roulette series that they have up on youtube. There were 2 big donations; one for 10,000 and the other for 5,000. They both came from Russia and were first time backers. I can't say for sure, but I think that they weren't real, and if our Kickstarter continued, they would have probably retracted their pledge at the last second. This happened before on our second day; a guy named Ivan pledged 10,000 dollars, and then retracted that pledge. Keep in mind that Kickstarter does NOT charge anyone before a Kickstarter ends (they only authorize your credit card). It's kind of like bidding on ebay in a way.



PCG: How does the crowdfunding campaign on the Areal website work? When backers pledge to this campaign, is the money taken immediately?



Kim: It works in the same way as most other direct-to-site crowdfunding campaigns work, with a great example being Star Citizen. Actually, at the top right corner, you can see how much we've raised, as well as our base goal. You can see stretch goals in the store section. Our site is constantly evolving, and we are working hard to make our website as user friendly as possible.



PCG: Given the controversy surrounding your use of Stalker assets in the Kickstarter campaign, why are you still using the Stalker trailer to promote Areal on your site?



Kim: Because we have every right to use S.T.A.L.K.E.R. footage for our trailer. If that is controversial, then so be it. We also have a video of our team on the first page and an early gameplay prototype teaser in the gameplay section."







Kim claimed that many of the Areal Kickstarter's problems arose from people trying to discredit it, including around 200 backers who pledged $1 each but then withdrew their pledges, one or two at a time, whenever a new backer signed up. He offered a link to an image that he claimed was a list of those backers, and while its legitimacy is impossible to verify, the names on the list do correspond with names of those who backed the Areal Kickstarter.



He also acknowledged that West Games is partially responsible for the trouble, because it didn't do a better job of addressing the unexpected controversy. "To be completely honest, we have never been in this type of situation before," he said. "We know how to make games, but haven't been as adept in publicity."



Yet the controversy doesn't appear to be over. The fund-raising total in the top-right corner of the Areal website that Kim mentioned is not actually a running total at all, but simply a number hard-coded into the page's HTML. It hasn't changed all day.
PC Gamer
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title="Permanent Link to Gods Will Be Watching review">Gods Will Be Watching 1







Gods Will Be Watching is a game about the fact that you re probably not a psychopath, but that hey, sometimes shit happens. First scenario. You re not terrorists, or at least that s what you say. Your hostages may disagree, but as you tell them, you re not looking to hurt anyone here. They re just there for protection while your team hacks a government server.



Then the timer starts. All you have to do is keep things quiet for your hackers, and the guards outside the door out of flashbang distance an instant game over. And everything would be fine, if everyone would just sit there and be quiet for a few minutes like good little boys and girls. But will they? No! The shitting little jellies just quiver in fear. Don t they know that they re safe? Shouting at them doesn't calm them down, but Oh, damn it! The computer feed s been hacked again. Have the hacker fix that, then what *now?* All the pussy-footing around made the hostages lose respect for your authority to the point of openly rebelling? Well, there s an easy way to fix THAT. Better hope their boss learns to love hopping.



And so, slowly but surely, in a hundred tiny little steps down that road to Hell paved with good intentions, does Gods Will Be Watching make you the bad guy. Or the mad scientist. Or the pragmatic military leader, slowed by a wounded soldier. The second episode sees an immediate shift from being more or less the one in control to the unarguable victim, controlling two soldiers being tortured for information over twenty agonising days. In each case, the rules and stakes shift. Confessing to everything will make the pain stop, yes, but since your life is tied to your psychopathic interrogator not knowing your secrets, it has to be balanced with lying, provoking, remembering prior confessions that won t actually give him anything new to play with, and nastier business like teeth being ripped out and making your partner suffer in your place, all in the name of staying alive until rescue comes.







Needless to say, this is a very unpleasant, very uncomfortable game to play one that demands cold decisions in nightmare situations and then depicts the results with the heartless edge of a rusty scalpel. In a particularly beautiful little twist of that knife, the game itself stands back from moralising, encouraging you to do it to yourself at the end of each stage, with a The Walking Dead/Catherine style breakdown of how everyone else who played did an objective, unarguable reminder that you could almost certainly have done better, and that you did in fact have a choice other than kicking the nearest dog over the moon.



For the most part, it s extremely effective, looking great and squeezing every drop of life out of its pixels, as well as backing everything with a great atmospheric soundtrack. Where it does struggle though is that to stretch out the handful of stories on offer into a commercial game, each vignette is designed to be challenging, even if you do opt to take the easier, often morally repugnant shortcuts like thumping hostages or using the team dog for medical experiments rather than risking one of the more flexible humans. The resulting repetition after things go wrong badly saps the emotional core of each story, with the characters soon becoming simple puzzle pieces and the horrible things you make them do simply mechanics, like decoding an antidote by injecting it into them and seeing which components flash up as being right and in the right place. (Bring a notepad!) The original Flash game, originally made for Ludum Dare, was a game that could be won, but winning felt less the point it was how you approached the challenge and how far your morality in the face of adversity lasted that provided the hook. Here, completion rather than the raw experience itself is overtly what matters.







As puzzles though, they re interesting to solve. Occasionally the adherence to arbitrary scenario rules can be frustrating, with each vignette having its own rules making that antidote for instance has a team working on concurrent tasks, while their survival afterwards only permits five actions and will leave them eating miserably raw food around a burning campfire purely because it wasn t previously cooked during the day. Moments like that are head-banging madness, though in fairness Gods makes no pretence of being a simulation rather than a resource management game where the resources include people, sanity and hunger. The scenarios are also long and can t be saved, which can be a real pain if you screw up on something minor, like letting a campfire run out or stumbling into an enemy base on the fifth, somewhat tedious vignette about leading a squad around a harsh desert planet.



That desert aside though, and even it has its moments, Gods Will Be Watching is a very clever idea well executed; one that opts to avoid the branching and overt morality of most similar games in favour of simply asking you to judge yourself as you see fit. The original Flash game offers an excellent taster of how it plays out, with this version upping the production quality and raising the stakes dramatically a very clever, very different kind of adventure that will make you feel and make you feel bad, but for hopefully most of the right reasons.



Details

Price: 7 / $10

Release: Out Now

Publisher: Devolver Digital

Developer: Deconstructeam

Website: godswillbewatching.com

Multiplater: None



For a breakdown of our review brackets and methodology, check out the PC Gamer reviews policy.
PC Gamer
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title="Permanent Link to Pathologic remake confirmed, will launch on Kickstarter this September">Pathologic







An announcement arrives. Where did it come from? A swirling void of unknowable madness? Skittering figures just out of sight? The bloodied heart of a diseased, living city? No, it was just an email. Fortunately, the contents of the announcement are more unusual that its delivery method: Ice-Pick Lodge creators of The Void and, most recently, Knock-Knock have confirmed plans to remake their debut game, Pathologic. To fund the creepy RPG/adventure, the developers will launch a Kickstarter campaign this September. As a teaser, they've also released the above image.



I wouldn't normally pre-empt a crowdfunding campaign to this degree, but it's Pathologic. The game wasn't good in any of the ways you would traditionally associate the word, but it was weird and interesting filled with ideas and ambition, but lacking the technical mastery to really pull them off. It was broken in so many ways. At the same time, it was a game that's completely unforgettable.



A remake, then, could be an ideal solution. Hopefully it means we'll get a fully working and properly translated version, without losing any of the weirdness of tone or structure.



For an idea of what to expect, check out the original game's trailer. Or don't, because, really, it won't give you any idea of what to expect.



PC Gamer
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title="Permanent Link to Risen 3 trailer looks to the past, rounds up returning features">Risen 3







Do I have room for Risen 3? In a year filled with giant RPGs, and preceding what looks to be another year filled with giant RPGs, I don't know if the linear flow time will allow me to squeeze another giant RPG into my list. The game is certainly making a case for it though Piranha Bytes have released an 11+ minute feature, covering the returning features from past Risen and Gothic games.



Risen 3: Titan Lords is due of 15 August.
PC Gamer
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title="Permanent Link to GOG introduces Linux support, starting with over 50 games and a sale">GOG







Old 'n indie repository GOG.com had previously planned to introduce Linux support to its catalogue this Autumn, with an initial batch of 100 titles. Instead, after getting just over 50 games working on the open-OS, they seemingly threw up their arms and went "eh, what the hell?" And so, that first, smaller batch has arrived early, alongside a sale that's running for users of any operating system.



"We're still aiming to have at least 100 Linux games in the coming months," write GOG, "but we've decided not to delay the launch just for the sake of having a nice-looking number to show off to the press. It's not about them, after all, it's about you. So, one of the most popular site feature requests on our community wishlist is granted today: Linux support has officially arrived on GOG.com!"



Jokes on them. We're still going to cover it.



Of the fifty, a few are for games currently available on Linux through Steam, but many are being now running natively in the OS for the first time. It's not just indie stuff, either. A few older games are available, from the FlatOuts to Sid Meier's Colonization. From what I can tell, most games specify their compatibility as Ubuntu 14.04, Mint 17.



To celebrate, GOG also have a promotional sale on the newly Lunux'd titles.
PC Gamer
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title="Permanent Link to Epic share a work-in-progress Unreal Tournament level">Unreal Tournament







Here's some "working concept art" from the upcoming Unreal Tournament. And it does look like concept art, thanks to the clean environments and stylised lighting. In fact, this is an early look at a work-in-progress level, and Epic are taking you on a flythrough tour in their new development video.







"This, in my mind, represents kind of the sci-fi, industrial look. We could go grimier with this," says art director Chris Perna.



"To me Unreal and the entire franchise has always been a Tim Burton Batman caricature of itself. Where I'd like to go with the new franchise is more a Chris Nolan Batman Begins ... something a little more polished, a little more realism, but without going over the top."



For more Unreal Tournament, you can watch a small taster of deathmatch footage, and read our interview with Epic on their unusual, crowdfunded development process.
PC Gamer
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title="Permanent Link to Steam Music moves into open beta, desktop interface now available">Steam Music







I've spent the last few minutes prodding the Steam Music beta. You can, too: it's now open to all who want to try it. It's, er, well basically, it's an mp3 player. But one that you can access in-game, through the Steam overlay. Yes, I know, not revolutionary, but there are a some reasons why it might be useful.



For instance: Big Picture mode. If your PC is hooked up to a TV and a control pad, it's a pretty convenient way to blast out some custom tunes (that's still a thing people say, right?). And with the impending Steam Machines and Steam Controller, it makes sense that Valve would want to offer this type of in-app player.



Apart from that, it's a pretty basic tool. Thanks to the combination of standalone media players and keyboard shortcuts, I doubt an integrated Steam player was high on people's gaming wishlist. But it is early in the beta process, and that means there may be planned features that make Steam Music a worthwhile addition. For one thing, it's increasingly common for games to offer soundtrack "DLC" through Steam. Currently, they're just deposited into that game's Steam folder but having them caught by the player would make sense as an option.



And, of course, it still needs to be Valvified. It'll be interesting to see if there are plans for weird sharing schemes, or playlist features, or any of the other ways Valve like to use their users to enhance their features.



To try the app, head to the Steam settings and opt-in to the latest Steam Beta Update.
PC Gamer
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title="Permanent Link to Titanfall update 5 will introduce a Black Market for Burn Cards and insignia">titanfallupdate







Soon you'll be able to purchase Burn Card packs and fancy Titan adornments in a new Titanfall marketplace. The Black Market is coming as part of the game's fifth major update due July 31, which will also introduce daily challenges and several bug fixes. The Black Market unlocks at level 11 and allows players to purchase Burn Card packs and Insignia with in-game credits. Real world currency will not be supported and will never be introduced, according to designer David Shaver.



"With the introduction of an in-game currency, some may worry that the next step is that we will let players spend real-world money to get an edge in the game," Shaver wrote. "We have stated several times that Titanfall will not have micro-transactions. Fear not, for we plan to keep that promise - NO MICROTRANSACTIONS! The only way to get Credits is by playing the game!"



Where are all these credits coming from? You'll earn them by winning or completing matches, completing the forthcoming daily challenges, discarding and selling burn cards, and for winning the first victory of the day. It's a pretty major shake up which, in concert with the daily challenges, will hopefully provide the game a much needed boost in player numbers. Here's a look at how it works:







While insignias are pretty straightforward (you just buy the one you want), Burn Cards will only come in themed packs. While you're likely to get Burn Cards you want based on the category you choose (for example, a Time Boost Pack), you can't select individual burn cards, thus maintaining the value of certain highly sought after cards.



Respawn is also due to release its second map on July 31. Entitled Frontier's Edge, it will include the 'Dig Site' map, among others.
PC Gamer
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title="Permanent Link to Crysis 3 lead producer Mike Read leaves Crytek amid reports of financial strife">Crysis 3







Following reports of financial strife at Crytek, another high-profile staffer has left the company. Crysis 3 lead producer Mike Read is now a 'former' producer at Crytek, according to both his LinkedIn and Twitter accounts. It follows news last week that the company's principle graphics engineer Tiago Sousa has defected to id Software.



In an unrelated Twitter conversation earlier this week, Read expressed regret regarding how Crysis 3 had turned out, which was criticised at the time for lacking a campaign to equal its graphics tech. "Some amazing tech behind it for sure," Read replied to a user criticising the game. "Wish we could have done more on many fronts." He later clarified that his issues with the title were gameplay related.



In addition to Crysis 3, Mike Read also lead production on Ryse: Son of Rome, an Xbox One launch exclusive which was met with a muted critical response. According to a recent Kotaku report, negotiations on a sequel ended when Crytek could not come to an agreement with Microsoft over rights. This lead to some employees allegedly only receiving a small portion of their wage. Crytek has yet to respond to these rumours.



It's been a tough month for Crytek: reports of staff being underpaid continue to circulate, along with claims that upwards of 30 staff have voluntarily left the company's UK offices since 2011. Though the company has yet to confirm or deny the rumours, it has moved to assure that its announced projects are still in development.



"We continue to focus on the development and publishing of our upcoming titles Homefront: The Revolution, Hunt: Horrors of the Gilded Age, Arena of Fate, and Warface, as well as providing ongoing support for our CryEngine and its licensees," a spokesperson wrote.
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