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The game's director himself said around the time of the release that CryEngine is much more efficient for making games like this than any Unreal Engine. And he's absolutely right, their game proves it.
UE5 is one of the biggest disappointments of the current generation, even though many people developed with it.
Your article seems like fake news to me.
2) Most possible story continuations, except the Vienna game about rescuing Vaclav, require mass battles of at least 100 soldiers on every side (game about guerillia warfare against Rozhemberks in Moravia), or even thousands of soldiers on every side (Hussite wars). The only technology that guarantees such a depiction is Nanites from UE5.
3) CryEngine is outdated and has limited support. Also, Warhorse has basically developed the fork of the engine for medieval purposes, which conflicts with basic first-person shooter logic. That's why horses are stalling after cutscenes sometimes, for example.
The game about guerilla against Rozhemberks could use a similar gimmick - in story-related interactions with complicated 3D animations, the game would utilize full-detailed models and enviroment, while in battle interactions - simplified models, animations + nanites to reduce the quality of environment. After all, it's cheaper to make several standardized models of characters than hundreds and thousands of houses, carts, trees, e.t.c.
and kcd doesn't need bird-eye view rendering of battles, since it doesn't have any bird-eye gameplay (e.g. rts-like). and if it's just a cinematic, might as well be pre-rendered.
Everyone and their dog knows how bad UE is when it comes to having many npcs with extensive routines and schedules on your screen.
That is infact the main reason they rolled with Cry Engine. UE can´t handle something like Kuttenberg for example.
Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine
The opportunity to change clusters of triangles in environmental details dynamically literally allows to make a more detailed environment with less resource usage.
Yeah, that's why the Kingdome Come franchise's game about war against Rozhemberks would definitely have another subtitle, not "Deliverence". Because events of the story require changing the gameplay formula and hence branding. ;-)
Aside jokes - the lore of KCD2 is too big for CrapEngine limitations even now. Suchdol siege battles are just 5x5 combats in different parts of the wall, and the other castle is empty - it's easy to check via "photomode". Rozhemberk guerilla requires depicting battles like 100 x 200, which would be never possible on CrapEngine and on any engine with a modern gameplay formula of KCD1\2. Everybody understands that, including Daniel Vavra, who has been heating the audience about gameplay formula change since 2018.
P.S.: Bohemia is already delivered from the Sigismund. So by most chances, even the Viena game, which is quite possible on CryEngine, will have a different subtitle.
If they're going to eject their entire development team, then they can start over with whatever engine they choose, but I think that's not a good idea. KCD has a style that a new team will not be able to replicate.
I love UE to bits, and it's the only engine I still use with development (after so many different engines that were openly accessible over the decades), but it's not a solution to development issues. Developers should stick with what they know and fix their development problems where they're comfortable.
No engine will solve development issues. No engine really causes them, either. It's all about the developers handling their engines.
Now, there could be issues with CryTek because they occasionally lawyered-up to complain about stuff. That could force a developer to switch to something else.
UE is extremely perilous to people unfamiliar with it. It allows all kinds of innovation because it doesn't stop people from trying crazy stuff which also means people can do things wrong and it still won't stop them.
well, single-character rpgs just can't have any meaningful gameplay in a massive battle scenario. even if one pulls it off tech-wise, it'll be messy, annoying to play, and unnecessary. it just has to be designed around smaller skirmishes, even if some big war is the overarching theme.