Tnx Sulli.. 
@Azza: Funny you should mention the breath we were actually discussing that from a sound and visuals perspective only last week; we loved the level of immersion we could get using effects like that....
Not sure if it will be in our final release thouhg as we have to cater for the lowest rigs; our beta testing will confirm if we can support it or not.
The initial release will probably be MP only for now, with the SP released as part of an expansion pack. We simply dont have the staff to take on both efforts at once. While we have had some good applicants for supporting the SP production, from what I understand, no-one so far was prepared to run with the entire SP product. We may end up forming a smaller team to complete it once the body of the MP is out of the way...
The SP script revolves round Task Force Obsidian Edge, an elite squad assembled from the best that the services can offer. They are called in during the aftermath of what at first appears to be a terrorist attack.
As the trail, leads across many continents, it becomes obvious that all is not as it seems; you will have to judge who are your friends and who are your real enemies, and your interactions with NPCs will actually effect the dynamics of later missions, either aiding or jepordising your missions...
@Knowledge: While Cevat listed some specs, you may have seen the clarification I got from Alex that they are not for Ultra performance. Nor have they listed any minimum specs, so I still cant comment too much on what we use just yet. I can tell you that the urban shots you have seen so far were generated using an ATI9600, but that gives no guarantee at all that it will be good enough to run Crysis or complete our development...
As for the bugs, you have to remember that Crysis is now Alpha and so far we have been using Pre-Alpha builds, so of course there are bugs. A couple of times we have found something and they have said "wow" tell us exactly how you did that, but for the most part as they are a step or two ahead of us, they are usually already aware of them and the vast majority are resolved in the next build we are about to start using.
HTH
CuZ

@Azza: Funny you should mention the breath we were actually discussing that from a sound and visuals perspective only last week; we loved the level of immersion we could get using effects like that....
Not sure if it will be in our final release thouhg as we have to cater for the lowest rigs; our beta testing will confirm if we can support it or not.
The initial release will probably be MP only for now, with the SP released as part of an expansion pack. We simply dont have the staff to take on both efforts at once. While we have had some good applicants for supporting the SP production, from what I understand, no-one so far was prepared to run with the entire SP product. We may end up forming a smaller team to complete it once the body of the MP is out of the way...
The SP script revolves round Task Force Obsidian Edge, an elite squad assembled from the best that the services can offer. They are called in during the aftermath of what at first appears to be a terrorist attack.
As the trail, leads across many continents, it becomes obvious that all is not as it seems; you will have to judge who are your friends and who are your real enemies, and your interactions with NPCs will actually effect the dynamics of later missions, either aiding or jepordising your missions...
@Knowledge: While Cevat listed some specs, you may have seen the clarification I got from Alex that they are not for Ultra performance. Nor have they listed any minimum specs, so I still cant comment too much on what we use just yet. I can tell you that the urban shots you have seen so far were generated using an ATI9600, but that gives no guarantee at all that it will be good enough to run Crysis or complete our development...
As for the bugs, you have to remember that Crysis is now Alpha and so far we have been using Pre-Alpha builds, so of course there are bugs. A couple of times we have found something and they have said "wow" tell us exactly how you did that, but for the most part as they are a step or two ahead of us, they are usually already aware of them and the vast majority are resolved in the next build we are about to start using.
HTH
CuZ