Far Cry 2
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Max Slowik
Brian
Feb. 9, 2009
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Far Cry 2 is a game where you kill people for three things: diamonds, malaria pills, and fun. You're a Doom Guy in search of one man in the middle of an African shitstorm that's full of people who could care less and people who can do more. You're not there to solve problems, unless the problem is that someone stands breathing. And yeah, you got the marsh fever.
You might say that the gameplay is tedious, with missions taking you to the edges of the map as if the center of the game world radiated boredom. But if ever there was a game that wanted to push Games as Art higher it'd be one where, after sacking a stronghold built around abandoned train cars, exiting a cargo container, I literally watched in awe as the sun rose over the sputtering ashes of a bonfire while gazelles shot across the camp into the widening desert.

That one event was worth, well at least four Grand Theft Autos. And speaking of GTA, this game is nothing like it. Just because you get to drive and shoot doesn't mean that it's re-treading old ground. Grand Theft is a game that will make you giggle voyeuristic-ly when you beat a hooker with a purple dildo until she ruptures like a meth-addicted pinata stuffed with money, and if you didn't enjoy assaulting professionals with novelties then I don't know why you even bother playing video games. No, Far Cry 2 has you taking missions that have you double-crossing militants in a scheme to hijack medical supplies and turn them over for a mark-up, so in that way the game has you feeling like the prostitute, with maybe the justification for you to console yourself with is that the NGOs running the medicine are corrupt and you're not actually making life worse here, you're just making it more complicated. The fact that you feel better after being punished for it is, well, I dunno, telling.
Calling it a sequel stretches the definition. This game is nothing like Far Cry except maybe that they both have massive expanses of terrain and both require machines that exist in enthusiast dreams to run them. My overclocked computer has quad cores and dual GPUs and it chugs in areas of great population density, and it's not even running at the game's highest settings. But the game scales down without turning into a brown mulch and so you shouldn't use the "my computer is too old for this game" excuse unless secretly you just want to play Peggle and eat Bon Bons all day.

The original Far Cry was such a non-game that I didn't even bother using it to benchmark video cards. If you understandably skipped it, the premise was something of a cross between The Island of Dr. Moreau and First Blood set in the A-Team universe. It was covered with invisible walls that funneled you through the plot because they knew that beating the game would be more important than playing it. Things are all topsy-turvy with Far Cry 2, because playing this game is way more important than beating it. While the gameplay is immersive and practically tangible, it doesn't change much. I mean, you're an abandoned assassin trying to climb up from the dirt to (maybe) kill your target, but the meat part of this game sandwich always involves putting you and your killing skills someplace where they're handy. And getting from where you start to where you kill taxes your killing skills just as much, sometimes more, than the location that pays you to do your thing.
But you tell me if sneaking up on some guys shooting the shit in Afrikaans or French before you splatter their faces across each other is boring. There's so much detail in the game that it's hard to fault the gameplay, because it's perfectly reasonable for a mercenary to be expected to kill a lot of dudes. The voice acting is tops and I almost didn't want to kill the South African dude 'cause he's so much fun to listen to. There are other little nuances like the flies in the afternoon and mosquitoes by the river, not to mention the fact that you can chop through the foliage with bullets if your targets have more cover than you wished they had.

By the way, the game takes place in the Congo. The game is supposed to be in Mysteryville, Africa, but you can't sell Seko beer without at least one or two people picking up on that.
Not to knock the AI, either. Sometimes they let you pick them off one by one and other times it's like they have infravision, but for the most part, they're doing exactly what you'd hope they didn't. Like work together. Horror games like to stress you by throwing inhuman wraiths at you from the shadows but Far Cry had my heart beating when three guys fanned out in an arc, flanking my previous position and forcing me into a corner where the malarial hallucinations started clotting my vision, while I hammered my rifle trying to get what I can only assume was the hot load I just dropped out of its breech.
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1 - Posted by
Drew
on February 11, 2009 - 12:53 pm
Full Disclosure: I liked FC2 enough to play it all the way through twice.
This review was pretty much right on target, if factually inaccurate in a couple of places. Guns bought from a dealer can jam. Eventually, your shiny store bought weapon will be as unreliable as the trash you can pick off a fallen foe. Besides allowing you to time-shift by sleeping. Safe houses also can provide weapons alternatives, first aid, ammunition, and a fresh "ride". They also allow console gamers to save their progress. PC gamers can save any time, but I preferred using only the in-game save points, because your actions then had more serious consequences.
FC2 is an amazing sandbox game with only the most minimal plot layed on top of it. The game play hints at many interesting story elements, but fails to develop any of them. It is as if the developers started with a general outline of a good story, but then ran out of time, money, or creativity needed to create it. In terms of game play, FC2 is basicly a beautiful modern version of DOOM or QUAKE. You want a story? You need to go play HL2 or Deus Ex.
Besides the lack of a developed story, there are a few actual game flaws. The worst is the rapidly respawning check points. In a game where the only point is to kill people, respawning isn't such a bad thing in theory. However, FC2 respawns enemies WAY to quickly. Check points respawn virtually as soon as you turn your back on them. Instead, at least a couple of game hours should have to pass before check points are manned again.
FC2 detractors complain about the distances between mission locations. I think these people are missing the point of the game. They are too goal oriented. In FC2, there are no goals except killing people and enjoying the view. In this case, getting there is half the fun. The fact that your health and resources may be diminished by the journey is part of the challenge. I very rarely drove to missions. The only way to apreciate the environment is to walk through it. Besides, you draw way too much attention to yourself in a moving truck.
2 - Posted by
Kurtis
on February 11, 2009 - 2:06 pm
Great feedback, Drew. Thanks for sharing. :)
3 - Posted by
Rick1974
on July 7, 2009 - 1:52 am
The problem with games (and movies) these days is that it's almost an unwritten law that you can trade off story with great visuals. which isn't the case. Back in the day, some of the best games i ever played had the shittiest graphics, but had far more depth than most games today. I found far cry to be boring and repetitve after a couple of hours of playing it.
I'll give you software companies a couple of tips. - story is god. A shit story and the game will be shit no matter how great the visuals. The customer dosen't give two shits about game release dates. take your time, get a kickarse story going. get the game right the first time, it's unprofessional and lazy to put out a half arsed product with 100's of mb's of updates. if there's two huge titles going to be released and yours isn't going to be ready the same time as the other companies product so what - i'll still buy it. because im thinking you are putting in the extra effort.
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BBC Nov. 20, 2009 - 6:38 pm
Wired Nov. 16, 2009 - 11:56 pm
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