
In all seriousness though, the game really needed a few more months in development, but ig next-gen consoles releasing would’ve stolen the spotlight. I think this looks great for a remaster, outside of some non-updated textures, but it’s definitely held back by not being a remake. Worth noting they somehow pulled off RTX alternatives in real-time and API-agonist([ish) - you have SVOGI which is similar to Metro Exodus’s raytraced GI, raytraced reflections, and then there’s the shadow coverage which is similar to Modern Warfare’s raytraced shadows. Of course, none of these looks as clean as the RTX versions, but it’s impressive they can all run in real-time on consoles.
I think that was part of the goal though, to just get Nvidia’s RTX features running in real-time all at the same time somehow, that’s the impressive feat of this remaster. But outside of that, some of the 8k textures are good, but there’s still a ton of super low res textures. I feel hypocritical pointing this out, considering my current texture packs still have some textures left to cover, lol.
Plus why did they go with basic lightrays that we got from PS2 games? I’m guessing full volumetrics was too difficult to pull off appropriately on a per area basis. I think if they sorted that out, updated some more textures, redid the meshes of weapons, increased the polycount of your fps hands you see all the time, and updated their few character models (even if just their body and textures), then it would’ve looked fine.
That being said, i’m convinced that if they had the funds to make a Crysis 4, it would’ve looked seriously mindblowing, because the assets and fundamental art design wouldn’t hold it back.