Ryse: Son of Rome Design Director PJ Esteves is definitely confident on the quality of the work done on the game, and according to him it’s partly due to the fact that CryEngine is a mature environment and partly because of the partnership with Microsoft, as he told Develop Online in an interview today.
Honestly, the engine has been one of the smoothest parts of the whole project. From the time of Crysis 2 we were working with DX11 already. We were two games deep with DX11 and working with a 360 game learning about how the ecosystem works. So that all helped.
I think it was about a week to get up and running on Xbox One from the time we got the first kits. Having a great partnership with Microsoft helped, to prepare us as the platform developed alongside our game. Any launch game lands hot; it doesn’t matter who you are.
But having a mature engine really helped, and getting to harness things like physically based rendering was incredible. Improvements in facial animation pipelines are great too. It’s a terrible way to say it, but CryEngine and the Xbox One have let our game be the hot one at the launch prom.
While Ryse: Son of Rome received a pretty cool critical reception (like most launch games) it’s doubtless that it’s one of the new titles people love to discuss about. I’m not sure that’s what Esteves meant with “hot,” but it’s pretty much a given that, for what the engine and visuals are concerned, CryTek and Microsoft definitely did a good job on it.