Crytek chief Cevat Yerli has previously discussed the reasons why the company’s latest title, Crysis 3, hadn’t made it to Nintendo’s latest console despite the latter’s newfound graphical prowess. The lack of a business arrangement between publisher EA and platform holder Nintendo was blamed, but what wasn’t mentioned is that the game actually ran on Wii U hardware.
“We did have Crysis 3 running on the Wii U,” Crytek’s CEO said. “We were very close to launching it. But there was a lack of business support between Nintendo and EA on that. Since we as a company couldn’t launch on the Wii U ourselves – we don’t have a publishing license – Crysis 3 on Wii U had to die.”
The Technical Feasibility of Crysis 3 on Wii U
The revelation that Crysis 3 was operational on the Wii U is significant, as it demonstrates the console’s capability to handle high-end graphics and complex gameplay mechanics. The Wii U, often criticized for its hardware limitations compared to its contemporaries like the PlayStation 4 and Xbox One, showed promise through this development. Crytek’s CryEngine, known for its demanding requirements, was successfully adapted to the Wii U’s architecture, indicating that other high-fidelity games could potentially be ported to the platform.
This technical achievement is noteworthy because it challenges the perception that the Wii U was underpowered. The console featured a unique architecture with a custom IBM PowerPC CPU and an AMD Radeon GPU, which, while not the most powerful, was capable of impressive graphical output when optimized correctly. The fact that Crytek managed to get Crysis 3 running on this hardware speaks volumes about both the flexibility of the CryEngine and the untapped potential of the Wii U.
Business Dynamics Between EA and Nintendo
The primary reason Crysis 3 never saw the light of day on the Wii U was not technical but business-related. The relationship between EA and Nintendo has been complex and, at times, strained. During the Wii U’s lifecycle, EA’s support for the console was minimal, with only a handful of titles released. This lack of support can be attributed to several factors, including market performance, strategic priorities, and differing business philosophies.
EA, being one of the largest game publishers globally, often prioritizes platforms with the largest user bases to maximize their return on investment. Unfortunately, the Wii U struggled with sales and market penetration, making it a less attractive option for EA. Additionally, the business negotiations between EA and Nintendo did not result in a mutually beneficial agreement, further complicating the potential release of Crysis 3 on the platform.
Crytek, lacking a direct publishing license for the Wii U, was dependent on EA to bring their game to the console. Without EA’s backing, Crytek was left with no viable path to release Crysis 3 on the Wii U, leading to the project’s unfortunate cancellation.
The Impact on Gamers and the Industry
The cancellation of Crysis 3 on the Wii U was a disappointment for many gamers who were eager to see more third-party support for the console. It also highlighted the challenges smaller developers face when they lack the means to publish their games independently. The situation underscored the importance of strong relationships between developers, publishers, and platform holders in bringing games to market.
Despite this setback, the gaming industry has seen significant changes since the Wii U era. The rise of digital distribution platforms and the increasing prevalence of indie publishing have provided developers with more avenues to release their games without relying solely on major publishers. This shift has empowered developers to bring their visions to life on a wider range of platforms, benefiting gamers with more diverse and innovative titles.
Source Venture Beat
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