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Ryse: Son Of Rome

2013 video game

"Ryse" redirects here. For other uses, see Ryse (disambiguation).

2013 video game Ryse: Son of Rome | Developer | Crytek | Publisher | Microsoft Studios [a] | Director | Cevat Yerli | Producer | Michael Read | Designer | Patrick Esteves | Programmers | • Chris Brunning • Carsten Wenzel | Artist | Peter Gamble | Writers | • Steven Hall • Tim Partlett • Rich Bryant | Composers | • Borislav Slavov • Tilman Sillescu • Peter Antovski | Engine | CryEngine | Platforms | Xbox One Windows | Release | Xbox One • WW : November 22, 2013 • JP: September 4, 2014 Windows • WW : October 10, 2014 | Genres | Action-adventure, hack and slash | Modes | Single-player, multiplayer

Ryse: Son of Rome is a 2013 action-adventure game developed by the ambitious German studio Crytek and brought to market by Microsoft Studios. The narrative unfolds within an evocative, albeit decidedly alternate, interpretation of Ancient Rome, where historical accuracy occasionally bows to dramatic flair. The game meticulously chronicles the relentless life of the Roman centurion Marius Titus as he navigates a brutal world, ultimately rising through the ranks to become a formidable leader within the Roman Legion. The core of its gameplay revolves around Marius's fluid and visceral combat, primarily utilizing his gladius to deliver precise strikes against enemies and his scutum to execute timely deflections. A defining feature of the combat system are the execution sequences, stylized quick-time events that seamlessly extend the flow of battle, offering both brutal spectacle and strategic advantages. Beyond its single-player campaign, the game also incorporates a robust cooperative multiplayer mode. In this arena, players are tasked with collaboratively battling against relentless waves of diverse enemies within dynamically shifting gladiatorial maps, adding a layer of unpredictable challenge to the visceral combat.

The genesis of this ambitious project dates back to 2006, a period of burgeoning creativity and expansion for Crytek. Initially conceived as a first-person, Kinect-exclusive title destined for the Xbox 360, the game underwent a significant, protracted metamorphosis. Over several years, the developers gradually recalibrated their vision, transforming it into the third-person hack and slash experience seen today, with Kinect's role notably diminished, relegated to secondary voice commands rather than core combat. The early stages of development were handled by Crytek Budapest, a satellite studio, but the project was eventually transferred to Crytek's primary headquarters in Frankfurt, Germany, a move that often signals a shift in strategic importance. The game’s combat philosophy was meticulously crafted around the concept of "flow"—a term referring to a player's seamless ability to transition from one vanquished foe to the next, maintaining a relentless pace with minimal interruption. To achieve its striking cinematic quality and realistic character movements, the development team forged a partnership with The Imaginarium Studios, leveraging their expertise in advanced motion-capture technology. Notably, ambitious plans for competitive multiplayer modes, which were being developed by external studio Ruffian Games, were ultimately shelved, a common casualty in the often-turbulent world of game development.

Initially teased as "Codename: Kingdoms" at the highly anticipated E3 2010, the game resurfaced with its definitive title, Ryse: Son of Rome, a full three years later, indicative of its prolonged and challenging development cycle. It made its grand debut in November 2013, proudly standing as a launch title for the then-new Xbox One console. A year later, on October 10, 2014, it was also released for Windows platforms. Upon its launch, Ryse garnered a decidedly mixed reception, a predictable outcome for a game that aimed for both graphical fidelity and broad appeal. Critics widely lauded its breathtaking visuals, the compelling narrative, unexpected emotional depth, nuanced characterization, masterful art direction, atmospheric music, and overall high production values. However, these praises were often tempered by significant criticisms, particularly concerning its rather brief length, the perceived repetitiveness and simplistic nature of its gameplay, and its overtly linear design, which left little room for player agency or exploration. Cevat Yerli, the CEO of Crytek, openly voiced his dissatisfaction with the game's sales performance, attributing it, perhaps generously, to the broader sluggish sales of the Xbox One itself. Following its release, the game received several multiplayer-focused downloadable content packs, extending its gladiatorial offerings, though the initially promised and highly anticipated "Challenge Editor" feature was, regrettably, cancelled.

Gameplay

The game's protagonist, Marius Titus, is perpetually equipped with his trusty sword and shield, the fundamental tools for his relentless crusade against the myriad enemies he faces. The entire experience is meticulously rendered and powered by the fourth generation of Crytek's proprietary CryEngine, a testament to its visual ambition.

Ryse: Son of Rome presents itself as a dynamic action-adventure hack and slash experience, played from a tightly framed third-person perspective. Players are thrust into the role of Marius Titus, a formidable Roman general whose life has been irrevocably shattered by tragedy, driving him on a singular, brutal quest for vengeance against those responsible for the murder of his family. Throughout his arduous journey, Marius progressively gains access to an array of weapons, each meticulously designed for either aggressive assaults or stalwart defense. His primary implements, a sharp gladius and a sturdy scutum, are the bedrock of his combat prowess. The sword is employed for devastating strikes and lethal finishing blows, while the shield is expertly utilized to parry incoming attacks, shatter enemy defenses, and create crucial openings in the chaotic melee. [1] Players are given a degree of control over the intensity and strength of each attack, allowing for a more nuanced approach than simple button mashing. [2] Beyond the intimate brutality of melee, Marius also wields ranged weapons in the form of spears and javelins, providing tactical options for engaging distant threats or softening up formidable foes before closing the distance. [3]

The combat system of Ryse places a significant emphasis on maintaining "flow," a critical design principle referring to the player's ability to seamlessly transition from defeating one enemy to engaging the next, with minimal pauses or interruptions. [4] Combat is inherently combo-based, generously rewarding players who can string together extended sequences of attacks and maneuvers. Marius can deftly block enemy attacks, effectively breaking their own combo chains and creating opportune moments for devastating counterattacks. [5] Certain pivotal segments of the game plunge Marius into truly massive, large-scale battles, evoking the grandeur and chaos of ancient warfare. In these moments, players are not merely lone warriors but are tasked with coordinating and commanding other non-playable characters within the legion, orchestrating their movements and actions to overcome vast numbers of opposing forces. [6] The game thoughtfully integrates Kinect voice commands, allowing players to issue direct orders to their AI-controlled squadmates, calling for support such as volleys of arrows or devastating catapult strikes, though its practical utility in the heat of battle was often debated. [7]

When an enemy has sustained sufficient damage, becoming visibly weakened, players are presented with the opportunity to initiate an execution sequence. Upon activation, the game automatically highlights the targeted enemies with distinct colors, guiding the player through a series of context-sensitive quick time events. By pressing the corresponding buttons in a timely manner, players can perform a brutal and cinematic finishing move. [5] These execution sequences are not merely for show; they are strategically vital, granting Marius additional resources based on the precision and success of the player's input. Crucially, players can, at any point before initiating an execution, select one of four distinct categories of executions to perform on weakened enemies. Each chosen execution type dictates the specific resource bonus Marius will receive upon its successful completion. These four perks offer diverse tactical advantages: [8] one temporarily boosts Marius's damage output, allowing him to cleave through subsequent foes with greater efficiency; another instantly refills his Focus bar, empowering special abilities; a third allows players to regain precious lost health, a lifeline in prolonged engagements; and the final perk significantly amplifies the amount of experience points gained from the kill, accelerating progression. [9] These hard-earned experience points are the currency for character progression, enabling players to purchase vital upgrades for various attributes, including Marius's overall health, his damage potential, or the capacity of his Focus bar, in addition to unlocking an expanded repertoire of devastating execution moves. [10] Even if players fail to press the highlighted buttons with perfect timing, the game, in a nod to accessibility, will still automatically complete and finish these execution sequences, albeit providing a significantly smaller reward, a gentle nudge towards mastery. A particularly satisfying mechanic allows players to line up two or more weakened enemies in close proximity, triggering a spectacular double execution sequence, which, predictably, yields a substantially increased reward, encouraging tactical positioning. [11]

Beyond the linear narrative, Ryse features a compelling co-operative multiplayer mode. In this mode, two players join forces to tackle a series of varied challenges, primarily engaging in an endless struggle against increasingly difficult waves of enemies within the iconic and brutal setting of the Roman Colosseum. This gladiatorial arena is not static; its environments change dynamically throughout a match, introducing an element of surprise and strategic adaptation to the mode. As players successfully progress through these intense multiplayer matches, they gradually unlock access to increasingly advanced and visually impressive armor and weaponry, reflecting their growing prowess. The game also controversially featured microtransactions, allowing players to expedite their in-game progression and acquire upgrades using real-world currency, a decision that often sparks debate within the gaming community. [12]

Plot

The narrative of Ryse: Son of Rome plunges the player directly in medias res, opening with the seasoned Roman general Marius Titus valiantly leading the desperate defense of Rome itself against a ferocious barbarian invasion that threatens to engulf the Eternal City. In a moment of dire urgency, Marius heroically escorts the notoriously decadent Roman emperor Nero to the relative safety of a fortified safe room within the imperial palace. It is at Nero's imperious behest that Marius begins to recount the harrowing, blood-soaked saga of his life, setting the stage for the unfolding tragedy.

Marius's story commences with him as a dedicated Roman legionary, serving with distinction in the elite II Legion. He returns to the tranquil Titus family villa in Rome, seeking a brief respite and a final visit with his loved ones before his scheduled deployment to the distant province of Alexandria. This fleeting moment of peace is brutally shattered by a sudden and devastating barbarian invasion. The assault is catastrophic, culminating in the horrific deaths of his parents and beloved sister, transforming Marius's life into a singular pursuit of vengeance. Commander Vitallion, a respected veteran who had served alongside Marius's father, takes the young, grief-stricken legionary under his wing, transferring him to the formidable XIV Legion and implicitly promising him the vengeance he so desperately craves. Vitallion then leads the XIV Legion on a punitive expedition to the rebelling province of Britannia, a land seething with defiant tribal forces. En route, the Roman fleet transporting them faces near-destruction by cunningly deployed river chains, an ancient naval defense. Marius's own ship is struck by a devastating trebuchet shot, but he, with characteristic resilience, survives the ordeal. Demonstrating exceptional leadership, he spearheads a daring counterattack that successfully destroys the towers anchoring the chains, thus preventing the annihilation of the entire Roman fleet. An impressed Vitallion, recognizing Marius's innate talent and courage, promptly promotes him to the esteemed rank of centurion. The XIV Legion then embarks on a relentless march towards York, engaging in numerous brutal battles against fierce Briton rebels along the arduous journey. Upon their arrival at York, Marius once again distinguishes himself, leading the XIV Legion in a decisive assault against a formidable rebel army, culminating in the capture of the British king Oswald and his defiant daughter, the legendary Boudica.

The XIV Legion triumphantly brings Oswald and Boudica before Nero's self-important son, Basilius. Under duress, Basilius forces Oswald to divulge the location where the Britons had dispatched Basilius's brother, Commodus. Upon learning that Commodus had been traded to the tribes dwelling beyond the formidable Hadrian's Wall, Basilius, with typical Roman arrogance, immediately orders the XIV Legion to march north into the untamed wilderness and retrieve Commodus. During this perilous northern campaign, a Roman scouting party, led by Marius and Vitallion, falls victim to a brutal barbarian ambush. Vitallion is captured, while Marius, after a desperate struggle, plummets into a deep ravine, miraculously surviving. Undeterred, he makes his way to the main barbarian encampment, where he discovers a horrifying ritual about to unfold: Vitallion is imprisoned within a colossal wicker man, destined for a fiery sacrifice. Marius, with grim determination, slays the barbarian leader in single combat and successfully rescues both Vitallion and Commodus. Returning to York, Marius and Vitallion participate in what is ostensibly a peace treaty between the Romans and the Britons. However, the fragile peace is shattered when Commodus, in an act of petty cruelty, murders Oswald, igniting a furious riot. Amidst the chaos, Boudica makes her escape, and Marius experiences a chilling epiphany: it was, in fact, the Emperor Nero himself who orchestrated the initial invasion that led to the tragic deaths of his family. Commodus, realizing the gravity of his actions, flees York after hastily tasking the XIV Legion with the impossible task of defending the now-rebellious city. In a desperate act of self-sacrifice, Marius seemingly perishes, allowing the last remaining Roman ships to escape the burning city. However, fate, or perhaps divine intervention, has other plans. Marius is miraculously resurrected by the benevolent Roman goddess Summer, and with a renewed, unyielding resolve, he vows to exact his ultimate vengeance upon Nero and his corrupt sons.

Returning to Rome, Marius, now a legend in his own right, enters the brutal world of the ludi, the gladiatorial games, with the sole purpose of directly confronting Nero and his progeny. Adopting the guise of the fabled Roman general Damocles, Marius orchestrates a private gladiator fight for Basilius, during which he brutally dispatches Nero's arrogant son. In the aftermath, he liberates a captive fortune teller, who, with chilling foresight, prophesies that Marius will be killed by Damocles, yet, paradoxically, he would also kill Damocles; she further reveals that Marius cannot directly kill Nero, as the Emperor can only fall by his own sword. Entering the grand Colosseum, Marius participates in a series of meticulously staged battles, demonstrating his unmatched combat prowess, before finally engaging in a climactic duel with Commodus. Despite Commodus's desperate attempts to rig the fight in his favor, including the treacherous deployment of a poisonous gas to incapacitate his opponent, Marius decisively defeats him, brutally decapitating him and delivering a chilling promise to Nero: "You are next!" Marius then skillfully escapes the Colosseum and rendezvous with Vitallion, who grimly informs him that a massive barbarian army, led by a vengeful Boudica, is rapidly closing in on Rome, eager to exact retribution for Commodus's murder of her father. During the ensuing, desperate battle for the city, Vitallion is tragically slain by Boudica in single combat. Marius, inheriting the mantle of leadership, assumes command and confronts Boudica himself, ultimately decapitating her in a brutal, decisive clash. The narrative then seamlessly transitions back to the ongoing conversation between Nero and Marius within the palace. The Emperor, having long since deduced that "Damocles" was none other than Marius, flees deeper into the labyrinthine palace in a panicked attempt to evade his vengeful pursuer. As Marius gives chase, he is temporarily impeded by the ethereal intervention of Aquilo, the god of the north wind, who is dramatically revealed to have been surreptitiously aiding Nero and his sons throughout the entire convoluted story, driven by his desire to witness the utter destruction of Rome. However, the benevolent Summer intervenes once more, empowering Marius to finally confront Nero. In a final, desperate struggle, Marius hurls both the Emperor and himself off a towering parapet. Marius succumbs to the fall, meeting his tragic end, while Nero is viciously impaled on the colossal sword held by a gigantic statue of himself, thus fulfilling both enigmatic prophecies made to Marius earlier in the story: that Marius and Damocles would kill each other, and that Nero would ultimately perish by the hand of his own blade.

The epic, yet ultimately melancholic, story concludes with a final voiceover from the goddess Summer, revealing that, thanks to Marius's ultimate sacrifice and unwavering efforts, the barbarian invasion was decisively repelled. Rome, against all odds, "would go on to stand for a thousand years," its legacy enduring, a testament to the human spirit, "until the last days of man." [13]

Development

As a Kinect title

The origins of Ryse: Son of Rome can be traced back to 2006, when Crytek, fresh off the critical success of its groundbreaking debut title Far Cry in 2004, embarked on an ambitious expansion. During this period, Microsoft Studios was simultaneously developing the Xbox 360 and prototyping a revolutionary motion sensing controller device internally codenamed "Project Natal" – a technology that would eventually be known to the world as Kinect. [14] [15] The initial conceptualization for Ryse emerged from the strategic vision of Crytek's CEO, Cevat Yerli, who harbored a strong desire to significantly expand the studio's operational capacity and concurrently manage multiple projects. Early conceptual work and preliminary development commenced shortly thereafter. During this nascent phase, Crytek explored a pair of interconnected fantasy games, both set within a shared Medieval universe: Kings, envisioned as a massively multiplayer online role-playing game, and Kingdoms, a more focused first-person action role-playing game. The team's aspiration for Kingdoms was to craft an experience that was both "up-close" and intensely "visceral," pushing the boundaries of immersive combat. [14]

Crytek subsequently engaged in a series of pitches to various publishers, a common, often grueling, rite of passage in the industry. Ultimately, in 2009, the company presented both Kings and Kingdoms to Microsoft. According to Nick Button-Brown, then general manager at Crytek, the game at that stage was far from a functional product; its primary purpose was to demonstrate to the potential publisher the inherent fun and potential of a first-person melee combat system. Phil Spencer, representing Microsoft, expressed admiration for Crytek's ambitious expansion strategy and identified a notable gap in the Xbox 360's games lineup for a compelling first-person melee-combat title. Consequently, Microsoft agreed to publish Kingdoms, while Kings was respectfully declined. Both companies quickly recognized that the Kingdoms project presented a natural and opportune fit for Microsoft's then-unannounced Kinect technology, a decision that would profoundly shape the game's early trajectory. [14]

An excerpt from Ryse 's E3 2011 gameplay trailer, showcasing the first-person perspective originally planned for Ryse

The game made its initial public appearance as "Codename: Kingdoms" during Microsoft's E3 2010 press conference, accompanied by the official confirmation of Crytek as its developer. A year later, during the Microsoft Press Conference at E3 2011, the title was formally unveiled as Ryse, specifically announced as a Kinect-only experience. This announcement was supported by a pre-rendered trailer featuring brief snippets of gameplay footage, designed to showcase the innovative, if unwieldy, control scheme. [16[ The gameplay footage, a visual experiment in player interaction, depicted users employing their own body gestures to control the protagonist, executing actions such as sword wielding, defensive shield blocks, and even head-butts. [17] This initial trailer served as a crucial test for Crytek, a way to gauge public and critical reaction to the ambitious, full-body Kinect integration. [14]

In early 2011, a significant pivot occurred in the game's creative direction. The initial vision of a "high fantasy" world was abandoned in favor of a more grounded, albeit still fictionalized, realistic Ancient Rome. Concurrently, the development responsibilities for the game were formally transferred from Crytek Budapest to Crytek's main headquarters in Frankfurt, Germany. This shift was not without consequence, as the Budapest office subsequently experienced a considerable downsizing, with its focus reoriented towards support development and the burgeoning market of smartphone games. [18] [19] Ryse thus became one of six concurrent projects being managed by the company, a testament to Crytek's multi-project strategy. Development continued apace following its E3 2011 reveal, a period characterized by extensive experimentation to determine which gameplay elements would genuinely resonate with players and which would prove unfeasible. [20] One notable, though ultimately discarded, proposal from a team within Crytek was to transform the game into an on-rail interactive movie. This design, they believed, would perfectly suit the inherent capabilities of Kinect and provide an unparalleled showcase for the raw graphical power of the CryEngine. The idea, however, was later scrapped, perhaps due to its inherent limitations on player agency. [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

Throughout the game's extended development cycle, the team grappled with fundamental concerns regarding player experience. Chief among these worries was the potential for the Kinect-only control scheme to be overly physically demanding and fatiguing for players, coupled with the ever-present risk of Kinect's motion detection proving insufficiently accurate, leading to widespread player frustration. To address these critical issues, the team meticulously developed three distinct prototypes for the game. The first prototype adhered strictly to the original vision, allowing players to navigate and control the entire game exclusively with Kinect. The second prototype introduced a hybrid approach, tasking players with utilizing an Xbox 360 controller for core gameplay, while retaining supplementary Kinect features. The third, and most radical, prototype completely excised all Kinect functionality, relying solely on traditional controller input. [21] Crytek ultimately opted for the second prototype, signaling a decisive shift away from the pure Kinect model and transforming the game's perspective to a more conventional third-person viewpoint. In June 2012, Phil Spencer, then corporate VP of Microsoft Studios, publicly reaffirmed that the game was still actively in development, clarifying that Kinect would now only constitute "part of the game." [22] With these fundamental changes to the game's control scheme came a corresponding re-evaluation of its core focus. The team's new objective was to craft a deeply cinematic and intensely character-driven experience, a stark contrast to its initial motion-controlled premise. [21] This significant pivot inevitably extended the game's development timeline, but ultimately, in May 2013, Ryse was definitively confirmed as a coveted launch title for Microsoft's highly anticipated next-generation console, the Xbox One. [23] At the E3 2013 Microsoft Conference in June, Crytek showcased a pivotal gameplay video. This demonstration clearly illustrated that Kinect was no longer integral to active combat, its role diminished to providing optional squad commands through speech and gesture, a shadow of its former ambition. [7] The decision to release it as a launch title, rather than deferring for additional polishing, was driven by the team's perception of the Xbox One's launch as an "emotional" and significant event, one they were determined to be a part of. [24]

Gameplay and story

The combat design of Ryse was meticulously crafted with a pronounced emphasis on maintaining "flow" and effective crowd control. This led the development team to implement a rhythm-styled combat system, encouraging players to engage enemies with a continuous, almost dance-like sequence of attacks and parries. The concept of "flow" was considered paramount to the game's mechanics, and, perhaps ironically, the artificial intelligence of the various enemies was specifically engineered to challenge and disrupt this very flow, forcing players to adapt and strategize. The team later introduced the now-signature execution mechanics as a direct response to internal testing, which revealed that the game's combat, without such aids, proved excessively difficult for many players. These execution mechanics were envisioned as a more accessible and visually rewarding method for players to dispatch enemies, ensuring the brutal spectacle continued without undue frustration. [25] The combat also heavily emphasized precision and timing, demanding that players connect with enemies at the opportune moment and from the correct position to maximize rewards and efficiency. The developers harbored the ambitious hope that players would employ a degree of creativity in their approach to dispatching foes, moving beyond simple button mashing. [26] A core design philosophy, dubbed "mashing to mastery," was central to Ryse, aiming to ensure that the game's combat system was immediately accessible to newcomers while simultaneously offering sufficient depth and challenge for more seasoned, "hardcore" players. [27] To actualize this "mashing to mastery" mechanic, the team refined the execution system, transforming it into a series of dynamic quick-time events. The intent was that these cinematic finishing moves would not only provide a more rewarding visual spectacle for players but also, crucially, allow the overall flow of combat to persist uninterrupted. [28]

Beyond its visceral combat, Ryse harbored a strong intention to deliver a deeply cinematic and engaging story. The development team placed considerable emphasis on the meticulous construction of the game's protagonist, Marius Titus, whom they envisioned as a complex character possessing "three different sides"—a hero, a victim, and a vengeful spirit. Peter Gornstein, the game's cinematic director, underscored the critical importance of imbuing characters with distinct personalities, believing this was fundamental to crafting a compelling narrative that would genuinely allow players to care for and empathize with the protagonist. He also stressed the necessity for character consistency throughout the game's unfolding drama. To achieve this seamless immersion, the team developed sophisticated transition sequences, allowing gameplay to fluidly and imperceptibly blend into cinematic scenes, enhancing narrative continuity. [29] The game also placed a substantial emphasis on the protagonist's motion capture, aiming for an unprecedented level of realism in character movement and expression. [30] To realize this ambitious goal, the team established a collaborative partnership with The Imaginarium Studios, a renowned facility specializing in advanced cinematic and motion-capture technology. [14] According to Yerli, leveraging superior motion capture technology was key to effectively "create the ultimate emotion" within the game's narrative. [31] The game's camera system underwent its own evolution; it was initially conceived to be controlled by an artificial intelligence, drawing inspiration from the dynamic cinematography of films like Seven Samurai and Children of Men. However, this idea was later discarded in favor of a more flexible, dynamic camera design. Crucially, the camera was positioned notably closer to the playable character than is typical in many hack and slash titles, a deliberate choice intended to convey a sense of "claustrophobic brutality" to the player, immersing them more intimately in the close-quarters combat. According to Crytek, this close-up camera perspective had always been a fundamental, core element of the game's visual identity. [32]

The developers claim to have extensively drawn inspiration for the game's combat strategies and tactical formations from "the innumerable Roman campaigns that led to the modern concept of total war," grounding its fictionalized battles in historical military principles. A remarkable fifteen "hero level" characters within the game were afforded the full, meticulous detail of motion capture, on par with the protagonist Marius himself, underscoring the commitment to cinematic quality. [32] In a departure from Crytek's previous projects, the game deliberately chose Ancient Rome as its setting, a historical period the developer felt was surprisingly "underrepresented" within the realm of video games, offering fresh thematic ground. [33] The game also features distinct Renaissance-inspired imagery, blending historical aesthetics. To ensure a degree of environmental accuracy and visual authenticity, the development team undertook research trips to various historical locations within Rome itself. [34] However, while the game is undeniably set within the backdrop of Ancient Rome, its narrative does not strictly adhere to historical fact. Crytek candidly described it as a "historical mash-up," a creative approach where the team selectively culled their favorite historical events and figures, weaving them together into a compelling, if anachronistic, tapestry for the game's story. [32]

Crytek initially contracted Ruffian Games to develop a dedicated competitive multiplayer mode for Ryse, an ambitious undertaking that, sadly, was ultimately cut from the final game, a common casualty of development pressures. [14] Despite this omission, a robust co-operative multiplayer mode was successfully implemented, challenging players to team up and bravely fight against relentless waves of increasingly difficult human enemies within the gladiatorial arena. The development team initially harbored aspirations of incorporating more elaborate features, such as dynamic sea battles and the presence of dangerous animals, into the game. However, following extensive internal testing, these features were regrettably removed, likely due to technical constraints or gameplay balance issues. [35] An innovative Xbox SmartGlass feature, provocatively named the "Challenge Editor," was slated for introduction post-launch. This feature promised to empower players to design and create their own custom challenges for the game's co-operative multiplayer mode, fostering community-driven content. [36] However, Crytek officially announced the cessation of development for this feature in February 2014, leaving players to wonder what creative arenas might have been. [37]

The game's evocative musical score was a collaborative effort, composed by Crytek's in-house talents, Borislav Slavov and Peter Antovszki. Slavov, a seasoned composer, had previously helmed the soundtrack development for other notable Crytek titles, including Crysis 3 and Warface. The arduous process of soundtrack development for Ryse commenced in February 2013, immediately following the completion of Crysis 3. Slavov candidly described composing the music for Ryse as a formidable challenge, particularly given the demanding task of creating an extensive 250 minutes of original music within a relatively tight timeframe. To manage this monumental undertaking, Crytek also enlisted the expertise of an external composer, Tilman Silescu, to provide additional contributions to the game's score. [38]

Release

Ryse was initially unveiled as an Xbox 360 title, with an optimistic release window set for early 2011, a date that, as is often the case in game development, proved to be somewhat aspirational. [14] First revealed at E3 2010 under the enigmatic working title "Codename: Kingdom," [39] the game missed its initial projected release window. Its official, definitive name, Ryse, was finally unveiled during E3 2011, offering a clearer identity for the long-gestating project. [40] The game was subsequently reintroduced to the public with its full title, Ryse: Son of Rome, during Microsoft's press conference at E3 2013, accompanied by a compelling gameplay demo that aimed to showcase its refined vision. [41] The game proudly served as a launch title for the Xbox One, making its debut on November 22, 2013, a significant milestone for both Crytek and Microsoft. [42] Alongside the base game, a season pass, offering various in-game bonuses and additional content, was made available for purchase on the very same day, encouraging early investment. [43] Ryse was actively supported with a series of downloadable content packs following its launch. "Mars’ Chosen," "Morituri Pack," "Duel of Fates Pack," and "Colosseum Pack" were released sequentially from late 2013 into 2014, each introducing new maps and modes specifically designed to expand the multiplayer component of the game. A comprehensive "Legendary Collection," which bundled the base game, its seasonal pass, and all previously released additional content, was made available on October 7, 2014, offering a complete experience for late adopters. [44]

On August 7, 2014, Crytek officially announced that Ryse would be making its way to the PC platform in the fall of that year. This PC version was notably advertised to support stunning 4K resolution, pushing visual fidelity to new heights, and, crucially, included all previously released downloadable content as part of the package. [45] The PC version ultimately launched on October 10, 2014, expanding the game's reach beyond the console ecosystem. [46] Crytek itself took on the role of publisher for the digital distribution of the PC version, while Deep Silver handled the publication of its retail physical copies. [47]

Reception

Reception {| class="wikitable" |- ! Aggregator

! Score
! Metacritic
XONE: 60/100 [48]
PC: 61/100 [49]
}
{
-
! Review scores
-
! Publication
! Score
-
! Destructoid
5/10 [50]
-
! Electronic Gaming Monthly
7.5/10 [51]
-
! Eurogamer
5/10 [52]
-
! Game Informer
6/10 [53]
-
! GameSpot
4/10 [55]
-
! GamesRadar+
[54]
-
! Giant Bomb
[56]
-
! IGN
6.8/10 [57]
-
! VideoGamer.com
7/10 [58]
}

Ryse: Son of Rome landed with a decidedly "mixed or average" critical reception upon its launch, a consensus reflected in its aggregate scores on Metacritic. [48] [49] Despite the somewhat lukewarm overall reception, the game did achieve some notable recognition from within the industry. The prestigious Academy of Interactive Arts & Sciences nominated Ryse: Son of Rome for "Outstanding Achievement in Visual Engineering" and "Outstanding Character Performance" (specifically for Marius Titus) during the 17th Annual D.I.C.E. Awards, acknowledging its technical and artistic merits. [59] While precise sales figures remained undisclosed, Cevat Yerli, the CEO of Crytek, openly expressed his disappointment with Ryse's sales performance on the Xbox One in August 2014, somewhat controversially attributing the underwhelming figures to the broader, and admittedly sluggish, sales of the Xbox One console itself. [60]

The game's visuals were, almost universally, met with critical acclaim, a common hallmark of Crytek's productions. Brian Albert from IGN enthusiastically declared that Ryse was the quintessential title for demonstrating the raw power of the new console, citing its unparalleled graphical quality. He further commended the game's expansive variety of environments and the impressively fluid character animations, though he did offer a slight critique regarding the game's boss designs, finding them somewhat lacking. [57] Hollander Cooper from GamesRadar showered the game with strong praise for its graphics and the astonishing level of intricate detail, a visual feast for the eyes. [54] Simon Miller of VideoGamer.com unequivocally stated that the game fulfilled its primary purpose as an Xbox One launch title, effectively showcasing the formidable capabilities of the nascent console. [58] Andrew Reiner from Game Informer went so far as to describe the game's cinematics as "towering achievements of visual design," a testament to its high production values. [53]

The game's narrative, surprisingly for some, also garnered a fair amount of praise from the majority of critics. Marc Camron from Electronic Gaming Monthly appreciated the quality of the voice-acting and the inherently "intriguing" historical setting. However, he also felt that the narrative, while engaging, was too fundamentally basic, regrettably overlooking numerous opportunities to deepen the game's overarching story. [51] Albert, from IGN, admired the story, noting it was handled with considerable care and thought. He emphasized that the game's plot was remarkably easy for players to follow, even despite featuring multiple, often unexpected, twists and turns that kept the player invested. [57] Cooper, writing for GamesRadar, characterized the game's narrative as surprisingly effective, particularly noting how the later segments of the game successfully imbued both its heroes and villains with distinct, compelling personalities, elevating them beyond mere archetypes. [54] In stark contrast, Mark Walton from GameSpot dismissed the game's script as "laughable," arguing that the dialogue rendered the plot utterly unbelievable and undermined player immersion. [55]

The gameplay, however, proved to be a far more polarizing aspect, eliciting sharply divided opinions among critics. Marc Camron from Electronic Gaming Monthly expressed approval for the fluid and smooth combat system, particularly commending the integration of the reward system for introducing a welcome layer of strategy to the otherwise straightforward engagements. Yet, he simultaneously felt that the game's signature execution system, while visually impressive, paradoxically disrupted the overall pace of combat, leading to an uneven rhythm. He further lamented that the combat, despite its initial appeal, ultimately lacked complexity and depth, becoming overly repetitive for prolonged enjoyment. [51] Albert, from IGN, echoed these sentiments, observing that the core combat system was undeniably basic and highlighted a recurring, repetitive pattern in enemy encounters, which quickly became monotonous. [57] Cooper, writing for GamesRadar, found the game's combat undeniably satisfying, noting that the swordplay successfully conveyed a palpable sense of weight and impact with each strike. Nevertheless, he, too, conceded that the system eventually succumbed to repetition. [54] Andrew Reiner from Game Informer was particularly critical of the execution sequences, which he deemed excessive in their frequency and overly simplistic in their execution, detracting from the overall challenge. [53] Mark Walton from GameSpot found the game's design excessively linear, lamenting that it actively discouraged any form of player exploration or deviation from the prescribed path. [55] Simon Miller of VideoGamer.com argued that the game largely revolved around a single, core idea, which inevitably led to its simplistic and ultimately unvaried gameplay loop. [58] A recurring and widely voiced criticism across numerous reviews centered on the game's rather short length and its perceived lack of substantial replay value, diminishing the overall investment for players. [51] [54] [56] [53]

Critics also held divided opinions regarding the game's multiplayer component. Camron, while acknowledging it as a "nice addition" to the overall package, nonetheless felt it lacked the inherent complexity expected of a robust multiplayer mode and ultimately failed to significantly extend the game's longevity. [51] Miller, from VideoGamer.com, largely echoed this sentiment, concluding that the multiplayer mode struggled to genuinely hook players for extended periods. [58] Walton, in a more scathing assessment for GameSpot, predicted that players would likely not return to the mode after a single experience, dismissing it as "bland" and uninspired. [55] In contrast, Albert, from IGN, viewed the mode as a unique and welcome addition to the game, crediting it with successfully integrating strategic elements into the cooperative gladiatorial combat. [57] Chris Carter from Destructoid offered a surprisingly positive take, suggesting that the multiplayer mode was, in fact, superior to the game's primary campaign, describing it as a "pleasant surprise" in an otherwise contentious package. [50]

Controversy

A significant controversy emerged when a Federal Trade Commission (FTC) investigation ultimately uncovered an undisclosed paid endorsement deal between Microsoft Studios and Machinima Inc., a prominent online entertainment network. The investigation revealed that Microsoft Studios had engaged in a deceptive practice, paying for what were presented as "fake organic reviews" for their products. Furthermore, the agreement explicitly bound Machinima Inc. to strict terms, preventing them from portraying "Microsoft, the Xbox One, or the Launch Titles in a negative manner," effectively stifling genuine critical commentary in exchange for financial compensation. Ryse: Son of Rome was specifically cited in the FTC's official documentation as one of the titles that benefited from these misleading paid reviews. The financial incentives for these purportedly independent endorsements ranged significantly, with price quotes for these "reviews" estimated to be between 15,000and15,000 and 30,000, highlighting the substantial investment made to influence public perception. [61]

Sequel

According to Cevat Yerli, the CEO of Crytek, Ryse: Son of Rome was never intended to be a "one-off" title; rather, it was envisioned as the foundational beginning of a nascent franchise, signaling ambitions for future installments. [62] However, despite these initial plans, several industry reports later surfaced, widely claiming that Ryse 2 had been unceremoniously cancelled. The alleged reason for this cancellation stemmed from a fundamental conflict between Crytek and Microsoft over the crucial issue of intellectual property ownership for the burgeoning franchise. Reports indicated that, in exchange for providing the necessary funding for Ryse 2's development, Microsoft sought to acquire full ownership of the Ryse intellectual property. Crytek, however, was reportedly unwilling to agree to these specific terms, leading to an impasse and the subsequent shelving of the project. [63] Cevat Yerli later publicly denied that the game had been cancelled in an interview with Eurogamer, maintaining that the relationship between Microsoft and Crytek remained robust and positive, perhaps a diplomatic stance given the circumstances. [24] Ryse ultimately stands as one of the final major titles developed by Crytek before the company entered a period of significant financial crisis and underwent a comprehensive restructuring. [64] The "new" Crytek has since shifted its strategic focus, primarily concentrating on the development of free-to-play games and positioning itself as a "game service" provider, rather than solely a traditional video game developer. Despite these dramatic corporate shifts, Ryse remains an intellectual property that is still firmly owned by Crytek, its future, for now, uncertain. [24]

Notes

  • ^a Windows version published by Crytek

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External links

  • Ryse: Son of Rome at Crytek
  • Ryse: Son of Rome at Xbox.com
  • Official website for the Windows version
  • Ryse: Son of Rome at IMDb

Portals:

{{Crytek}} {{Authority control| France|BnF data }}