Reviews// Far Cry 2

Good but not that good

Posted 27 Nov 2008 09:43 by
Companies:
Games: Far Cry 2
This is one of the first games I can recall in which it's possible to look down at your disembodied hands and see them both weapon free. Not even a knuckleduster or a balled-up fist. In fact, one of the stand-outs about Far Cry 2 is the lack of on-screen, not in-game detail to distract from the 50 square kilometres of Africa in which the game plays out. What you do get is a choice of rifle, melee, handheld and special weapons mapped to the D-Pad and available for easy killing access.

Ubisoft Montreal has done its utmost to move away from the, as I like to call it, Metal Gear Solid 4 interface in which your monitor resembles a HUD. Things are sparse. You get a nav box (thankfully) and a map – and you get four weapon slots. These have to be filled as you go by unlocking them. This is achieved by, yes you guessed it, missions.

Missions are still the bugbear of open world (or sandbox) video gaming for me. I mean, it's an open world isn't it? In the case of GTA IV they were painful. In the case of Fallout 3, I saw the point. In the case of Far Cry 2... well, they make sense. You are after all one of nine mercenaries; you're a soldier. You do missions, it's your thing.

So far, so good then. Things are coming together in-game in a way that I appreciate. Minimum of clutter. Decent and believable storyline. What of the control system? Frankly by now unless you are developer who really wants to lose gamers, you are not going to mess with the control system in an FPS. What are triggers for if not to trigger things? I would like – as in days of yore writing for A.C.E., Amiga Format and PC Format to name three – to go on at length about the CS, but there's really no point at all. It works; it works well; it doesn't take an age to get used to and it doesn't distract you from the plot.

What really is important – and does need tweaking or totally changing in most games (well, a lot of games) – is the Artificial Intelligence of your foe and friend alike. Bear in mind here that in FC2 you can opt to take a turn around the Unnamed Central African Republic (UCAR) with a code-character or artificial ally. Thankfully, the AI in FC2 enables this rather than serving as a crushing reminder that all the promises made on Usenet way back in the (good old) day(s) were as empty as I often found my weapons to be when playing as a good guy in Fallout 3.

The fact that at the end you still seem be fighting the same enemies (in terms of looks and AI) as at the beginning is either a weakness in imagination or an overturning of previous game conventions – I've still got to work that one out.

Underneath the whole thing is the Dunia engine running away efficiently, enabling the environment to play out around you and deforming away ready for you to destroy it at a moment's notice. Lovely.

Right now, everything appears to be peachy about a game that at least nods towards a real world somewhat more substantial than most; with trimmed down interface; decent looks (and unobtrusive sound); and AI that doesn't want to make you hit it.

So, why doesn't it fill me with “must have another go”? The map editor is okay. The combat is okay. The plot is okay. The enemies are okay. It's that really. Nothing actually leaps out and declares “I am more than OK”. It's wonderful having a game engine that can provide this kind of an environment, but unless you're a geek so bereft of any actual feeling for gameplay that the game engine is the point of interest (in which case, go back and play some old 8-bit titles), that doesn't provide enough impetus to lift FC2 beyond the level of “I can't wait to see what Ubisoft does with this stuff next”.

Frank Warren
Frank Warren
Conclusion
It's a decent port of an excellent PC title that will probably grow. While nothing stands out as either hideously offensive or – in my time with it – game stopping, equally there is nothing that made me want to spend entire weekends with it.
SPOnG Score: 90%

Don't forget our Interview with Far Cry 2 Art Director, Alex Amanico.
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Comments

PreciousRoi 27 Nov 2008 11:37
1/6
Nice review, I'd tend to give it a bit more credit for what it does right, and mark it down for the few things that it does wrong.

There are, inexplicably, a few cases of invisible walls...also, the characters inability to climb over man-height obstacles, and slightly steep inclines is a minor irritation. Many users, including myself, and not limited to any platform, have experienced save corruption issues. Also, being hit by bullets fired by enemies who are facing in a perpendicular or indeed opposite direction detracts from the overall, beautifully immersive experience. Also, at one point in the game, all pretense of being able to steathily creep though around through the tall grass goes bye-bye, with a vengeance...despite my best efforts, and numerous attempts from every approach, during one of the side missions they always knew where I was, completely inexplicably.

Now, the one unforgivable thing about this otherwise excellent, if not brimming with replayability (its only really good for one go 'round at the higher difficulty settings) game is this:

There is, in the game, an item collection sub-mechanic. You can, quite optionally collect hidden diamonds and audio tapes scattered liberally around the open(ish) world. These diamonds, combined with those earned from doing main story missions (I don't think any of the side missions pay) can be used to purchase access to new weapons, upgrades for weapons, and character equipment upgrades. In addition there are several Achievements/trophys which depend upon this. (collect all diamonds, collect tapes, buy all weapons/upgrades)

I spent a bit of time acquiring as much as I could whenever I noticed a blip on the GPS/locator, and planned upon getting the rest later. (I think I finished the game with around 170/221 diamonds and perhaps 4 tapes yet to be found)

At a certain point in the game, very near to the end, and just following a "scripted" save opportunity, you are warned not to proceed unless you have everything you need. Thinking that this was the point of no return, I noted which save was immediately prior to this and resolved to preserve it, that I might complete the collection Achievements after completing the game. HOWEVER, the warning is precisely too late...the "point of no return" is already past at this point, there is a door which locks behind you, and as I had already saved over all previous saves I'm screwed out of the opportunity to "complete" the game. Without the misplaced warning, I probably would have been more careful about which save I kept, but the warning gave me a misplaced confidence in what I was doing, and left me, after discovering the truth of the matter, feeling horribly betrayed by the game designers.

I want a patch unlocking the door in question, and I want it yesterday.
RiseFromYourGrave 30 Nov 2008 20:24
2/6
i had the game save glitch too roi, in fact once it crashed out my 360 when loading a save and i turned it back on to find a RROD! and i very much agree about the main character's sometimes glaring lack of basic agility, serves to bring you out of the world.

but for those and all its other blatant flaws i really loved the game. i thought the combat was brilliant in that battles went down the way of your choosing (fire!) in some interesting locales, the general freedom across the board was fantastically refreshing for a console fps, and that dunia engine, well wow. it looks amazing and the fire mechanic makes me giddy.

you didnt say much about the controls and for good reason, but i thought i noticed that they were very similar if not a carbon copy of COD4's? quite interesting i thought as an observation of influence.

sorry to hear about your predicament roi, im going back to do the diamonds and jackal tape achievements, i have way too many saves, probably hundreds of megs! apparently a lot of the achievements are glitched too, with people completing but not getting achievements such as the cell tower one or the diamond collecting one. though not everyone has the problems..

<edit> now i think about it, carbon copy was way too strong a suggestion because of the different way it handles weapon selection and the ability to administer first aid to yourself, but the aiming/firing/jump/crouch/reload/run/grenade commands are all the same at least and i felt right at home with it after playing a lot of cod4. i really like having sprint on the left analogue stick button i must say
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PreciousRoi 1 Dec 2008 18:47
3/6
As far as the controls go...all console FPSes are variations on the Halo theme. I say Halo because it was the first game (I recall) that put the analog stick controls in their now default locations, previous console FPSes specifically Medal of Honor on the PS, swapped X-axes, what is called "Legacy" on Halo.

Some games add an "aim" and/or sprint mechanic and move the grenade throw elsewhere, some omit jumping or melee attacks and/or add some other twist, and of course the 360's controller brought MS' console closer into line with Sony (RB=R2, LB=L2) but the core (move and shoot) of most console FPSes control schemata is Halo.

Having said that, its less surprising that FC2 and CoD4/5 share many of the same controls, as the answers to some of the pertinent questions are the same and the controls logically fall into the default locations.
Boo Radley 1 Dec 2008 21:47
4/6
Your conclusion and review score don't add up...
TimSpong 2 Dec 2008 09:18
5/6
Boo Radley wrote:
Your conclusion and review score don't add up...


But Boo, how about the actual review itself? Simply because the game didn't make me want to rush out and buy it, doesn't mean that I don't think that it holds this appeal for others. It is a 90% game in terms of its graphics, plotting, control system, underlying engine...

Cheers

Tom Robinson... aka Tim
PreciousRoi 3 Dec 2008 13:04
6/6
After finally playing a bit of CoD5, I did notice the main difference. Shoulda paid more attention to what you wrote as well...

CoD adds a "special grenade" button, while FC2 toggles grenade types. I absolutely loathe the sprint on the stick, and use the "Tactical" option for controls in CoD, as I loathe the melee being on the other stick and am well used to the "crouch" being on the stick.

In FC2 I can only assume I used a control scheme which placed the sprint on the LB, as the first thing I did when playing CoD was throw a special grenade whenever I wanted to run, and was disappointed there was no option to move the sprint button there. I don't want anything I'm going to use more than occasionally on my sticks.
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