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It's been somewhat quiet on the first person shooter front for sometime.
Besides the occasional glimpse of excellence from games such as
Call of Duty, there hasn't been much to get excited about. Last
year saw the release of some fun, if not overwhelmingly memorable
FPS games; Unreal 2 started off the year, promising lots but delivering
little, Chaser was a surprisingly fun shooter that didn't exactly
do anything new, Tron 2.0 provided a visual feast with some excellent
levels design, yet the game failed to captivate quite as much as
the graphics and Halo finally came to the PC but didn't manage to
live up to extraordinary hype that had built up around its console
release. It was an altogether disappointing year for the FPS, a
year that was supposed to see the release of some really important
and revolutionary games.
Twelve
months on and the cycle begins again, with desperate waiting for
new info on Doom 3 and Half-Life 2, in the meantime leaving us occupied
with lesser know games that don't share the same phenomenal hype.
But history isn't going to repeat itself this time, as this year
sees the release of not only two of the most anticipated sequels
of the last five years (unless delayed) but also the release of
some new and exciting looking FPS games that stray from the norm
and aren't sequels, which makes a nice change. The first of these
games is Far Cry, which could be best described as this year's first
big FPS.
Graphics
are the biggest selling point of this game and graphically Far Cry
is a game that manages to distinguish itself from the majority of
the current FPS herd. Visually there's nothing right now that looks
as good as this game and while future releases are looking slightly
prettier, Far Cry still has an edge over its competition in that
it's the first of this year's releases to finally put that £300
graphics card to work. Originally Far Cry was developed as a technology
test demo to show off an impressive graphics engine, yet as with
other games that mirror Far Cry's infancy (such as Max Payne and
Serious Sam) the developers saw potential in these humble beginnings
and decided to take things a little further. The difference with
Far Cry compared to other games that began in similar circumstances
is that rather than make a plain and simple shooter, Far Cry actually
goes a bit deeper, offering something more than just straight action,
although action still remains the dish of the day.
The
environment chosen for the setting of Far Cry is a distinctly different
one, replacing dull and dank military bases and industrial complexes
with a full tropical island paradise, complete with its own Caribbean
sunset. It is the game's setting that perhaps explains why Far Cry
looks as good as it does; while games such as Unreal 2 have always
managed to produced visually stunning environments, their actual
design and the way the graphics are implemented never really appears
different from countless other similar looking games. Aside from
a few graphical niceties such as reflective surfaces, they just
end up looking basically the same, which often makes an FPS world
a little dull to explore. There are only so many corridors you can
walk down before they all start looking the same. Far Cry takes
a different approach, giving you tropical islands that you can explore
fully, reducing linearity with environments that are interesting
enough for you to investigate, rather than just wade through.
The
tropical vistas of this game look absolutely stunning; the jungle
environments are rendered with so much beauty you can't help but
feel like it would be an ideal place to live if it weren't full
of mercenaries and half-ape creatures. The environments are very
open - sometimes huge in their scale and the islands you travel
across feel much less restrictive than many recent FPS games. You
don't have total freedom, as you still have to complete objectives
and get to specific locations, but again unlike the majority of
games out there, Far Cry doesn't lead you by the hand and tell you
which path you have to tread; instead, it gives you the general
idea of where you have to go and lets you choose how you get there.
There still remains the odd occasion where levels feel slightly
restricted but even in these instances you never feel like you're
closed off from the rest of the world and thankfully no cheap invisible
walls are present to destroy the illusions of a huge game world.
However,
Far Cry can't escape its shooter roots and as such many interior
levels also require exploration. With such levels the freedom to
choose your own path to explore is considerably reduced to following
corridors that lead you to your destination. Interiors are one of
the game's few faults, though more detail on that later, as far
as interior environments go they are quite different from the dense
tropical jungle of the exterior environments, producing some of
the game's most impressive graphical effects. In direct contrast
to the outside, inside levels are dark, dingy and very tense, bearing
in mind you'll be battling strange mutant creatures that don't look
particularly scary in the light but are terrifying in the dark.
The lighting in this game is second to none; the lights themselves
interact with their surroundings, reflecting off surfaces that can
often show up the rough or smooth edges of walls and floors, while
realistic shadows are cast. Shooting a light that's hanging from
the ceiling shows this effect in full swing, as the light violently
bobs back and forth, causing the shadows to move with it. While
it may seem like a minor effect, it's hard not to be taken with
such a simple yet extremely good-looking feature and it's a clear
sign of what to expect when Doom 3 and Half-Life 2 finally arrive.
Far
Cry isn't just about sight seeing though; there's fair bit of fighting
to do as you journey through the numerous islands. Playing as, once
again, a one-man army, you must navigate your way through the dense
jungle of an assortment of islands and battle your way through hoards
of mercenaries and some ugly looking mutants. It's all fairly standard
stuff but Far Cry comes with a few tricks up its sleeves to make
a bit more unique. For starters, there's the freedom of the environments,
as I've already described. as has already been covered, the environments
in which you journey through are fully open giving direct freedom
to approach the game however you see fit. As you explore you'll
find Aztec ruins and the remnants of old World War II bunkers and
vehicles that litter the islands, which go a long way to suggest
that there's plenty of history tied into these particular islands.
With levels being as big as they are, there are a multitude of routes
you can choose to take to get to your objectives, some of which
are easier to traverse while others throw up a few unexpected but
welcome bonuses. One path could bypass the bulk of patrols, sneaking
you past trouble spots and avoiding the relentless fighting, though
if it's fighting that tickles your fancy then the gung-ho approach
works just as well. Alternative roads can lead to vehicles, which
can then be used to navigate the rough terrain in half the time
it takes to walk through, while climbing hills can sometimes reveal
hidden outposts or guard towers where plenty of sniping opportunities
await. Furthermore, with no map to navigate from, stumbling upon
a hidden cache of weapons or happening onto a vehicle depot feels
all the more rewarding and can often change a potentially sour situation
to your favour.
In
one such instance I spotted a group of mercenaries engaged with
some very tough mutants and the only way I could see to get past
this group was to fight through, which would have been incredibly
difficult part considering the number of enemies. After a short
trip around a hill to scout for alternative routes I found a glider
nestled safely on top of a hill. I quickly made use of this device
and flew my way over the mercenaries and their unwelcome guests,
landing safely distant from the fighting, with most of my ammo and
health still intact. It's cases like this where Far Cry really does
come into its own. At first glance it does nothing new, with gun
turrets in areas rife with enemies, sniper rifles at ideal sniping
positions and the usual stealth sections too. But deep down Far
Cry is a game that offers up more than the usual stereotypical FPS
cares to offer.
No
more is this true than in the AI of your enemies, one of Far Cry's
much-vaunted features. The Mercenaries, who appear throughout much
of the game, are the natural enemy of the tropical islands you have
to explore. Combat-wise they prove quite a challenge. They can dodge
your fire, use grenades to flush you out and run to call for assistance
from nearby allies. However, they also use the terrain available
to devastating effect. It's not uncommon to find yourself battling
a group of foes only to find that one has broken away and managed
to sneak up behind you. Getting into a fire fight in the denser
parts of the islands can often be sporadic and deadly; sometimes
you may find yourself shooting at nothing but foliage because you
can't actually see who's shooting back at you. Alerted enemies will
also negate mindlessly charging at you and actually call for reinforcements
when possible, using radios to call in patrol boats or firing flares
to get the attention of a nearby helicopter. The most dreaded of
them all however is the Osprey Helicopter that many will remember
from the Half-Life days and when called in it unloads a whole new
group of bad guys for you to deal with.
Enemies
in vehicles can prove to be even more troublesome than those on
foot. Driving in vehicles yourself can attract the attention of
nearby patrols, which more often than not will find the nearest
jeep, hop in and give chase. Helicopters also prove to be quite
a pain, not content with dropping off reinforcements the Blackhawks,
the most common helicopters in the game, also provide excellent
cover fire for their troops on the ground, unleashing a barrage
of fire from the mounted mini-gun fitted onto the side of the helicopters.
While rocket launchers can bring down these huge tin cans, it's
much more satisfying to shoot the gunner out yourself. A perfectly
aimed rocket or a sharp shot with the rifle can knock out the gunner
from his position, sending him falling to ground beneath, while
the helicopter beats a hasty retreat. The mercenaries' use of vehicles
is almost as effective as their use of terrain and it actually makes
for some damn exciting moments. Being chased down rivers by attack
boats, trying to evade roadblocks with an enemy jeep firing at your
rear, helicopters hovering in front of you to get a better shot,
it's the gaming equivalent of Rambo; over the top, action packed
and silly but extremely exciting all the same.
The
AI isn't perfect however and though this was a prominent feature
hyped up by the developers, it does disappoint in one, very common
aspect. Stealth plays its part in the game, as you'd expect, but
for all the things the AI gets right where action is concerned,
for the stealth parts of the game it seems to get almost everything
completely wrong. All the usual troubles apply; enemies have oversensitive
hearing and the ability to spot you from miles away as well being
able to find your exact position even if you've made little noise.
It'll frustrate those who enjoy a bit of espionage action to no
end. But even with these problems, the stealth still remains a tantalising
method of approach to the game. You can mark enemies from miles
off with a pair of binoculars (they then appear on your radar) while
you also get the chance to survey and monitor patrols from a safe
distance, deciding which way to approach. It's certainly no Metal
Gear Solid and Sam Fisher can rest easy, his throne is safe from
this game, but if you want stealth and are prepared to forgive the
shortcomings of the AI, then Far Cry does offer an opportunity for
tactics and tension.
While
the Mercenaries provide an ample amount of intelligent behaviour
in their many roles, their counterparts, the Tigrens (or mutants
to you and I) are a little more primitive, though that is because
they actually are primitives. The Tigrens are predators and as such
do nothing but lunge out and attack anyone they come across. There
are three different types of Tigrens, the most common being the
apelike mutants that jump directly at their prey, while the biggest
and slowest benefit from having arm-mounted rocket launchers. In
the open the Tigrens are fairly easy targets, if not quite as challenging
to deal with as the mercenaries, however when indoors they suddenly
become the deadliest thing you'll likely encounter in the entire
game. Interior levels are very atmospheric; hardly any lighting
means everything is near pitch black while what little lighting
there is only goes so far as to light a small area, rather than
the entire level. Encounters with the Tigrens in such environments
can be both truly terrifying and downright annoying. On the one
hand the interiors make for some real Alien moments, with lots of
jumps and a really unnerving atmosphere as you progress through
the multitude of laboratories and Jurassic Park styled holding pens.
On the other hand, fighting these creatures in such confined spaces
can lead to many deaths and an unwelcome but quite common trip to
the quick load key.
Fighting
indoors just doesn't compare to fighting outside. Mercenaries lose
the abilities that make them such a challenge outside, namely their
use of cover and ability to call for reinforcements, while the Tigrens'
simple attacks and behaviour proves to be quite a chore. Dodging
attacks and making use of terrain is severely limited, cover just
can't be utilized as effectively as it can in the jungle and many
of the Tigrens' attacks force you to react fast in very tight spaces
and in such instances it's not uncommon for the beasts to leave
you near or completely dead. It gets even more complicated when
you bump into the giant Tigrens with rocket launchers, as trying
to dodge rockets in such tight spaces is no easy feat. It's even
worse when there are groups of these creatures fighting in such
small spaces with little cover, low health and sparse ammunition.
It's at times like these you really need a quick save but unfortunately
the saving is all automated. This only really becomes a problem
when you die in a position where the last save was a few miles back,
causing you to retrace your steps.
As
far as other disappointments go, Far Cry's story leaves a lot to
be desired. Essentially this is a budget version of The Island Of
Dr Moreau, the kind of TV movie remake that only gets aired through
the day so the TV channels can put something better on later at
night when people are actually watching. Lack of originality isn't
so much the problem, as Half-Life had a cliché-ridden story yet
it managed to keep you hooked because of the way the story was told.
A few FMV sequences and some horrendous voice acting sees the story
plod along as nothing more than an explanation as to what's going
on as opposed to giving you a purpose. Not that you'll stop playing
simply because the narrative isn't there but it would have been
nice to tie in a story with the huge and beautiful environments.
I'll give credit where credit is due though, Far Cry is one of the
few FPS games I've played recently that doesn't use or rely on scripted
sequences and set pieces. Playing this game doesn't feel like you're
playing some kind of interactive cut scene and while this does mean
there are certain points that lack the cinematic punch of the competition,
it nevertheless adds to the freedom the game gives you.
That
freedom is extended to the multiplayer game. While standard game
types are to be found here, the multiplayer side of things throws
up a welcome Assault style game type that first appeared in Unreal
Tournament. It's an attack/defend variant where one team is tasked
with protecting three flags while the other team has to capture
them. Added to this is are vehicles and a class system, which seems
so popular in multiplayer games these days. While the classes in
Far Cry are basic in their abilities, they do help add a bit of
tactical play to an arcade game. In particular the engineer class
proves to be the most useful, with his ability to build up structures
from blueprints left lying around that can form bunkers, machinegun
nests and most importantly walls, while engineers on the opposite
side can use explosives to break through these.
The
sniper class, which allows players to choose either a sniper rifle
or a rocket launcher, also comes with a nice, if perhaps unwelcome
addition for those who like to camp out and pick people off from
afar. Sniper weapons no longer have the advantages they have in
other games though; here in Far Cry it is possible for normal players
to spot snipers thanks to the reflection of sunlight off the scope,
highlighting any snipers in the area. For once snipers no longer
have the advantage that makes them such a pain to deal with in so
many multiplayer games and this in turn makes it a lot easier for
those who prefer guerrilla type tactics.
While
the multiplayer offers a nice distraction from the single player
shenanigans, it's not Far Cry's most prestigious feature. It's still
a fairly basic addition that does seem to have benefited from a
lot more attention than most other games that concentrate primarily
on single player, although it's doubtful that you'll spend as much
time online as you will fighting through the jungle alone. It's
a nice addition that ties up the package neatly and offers some
much-needed escapist fun with some real human players, with the
added bonus of the game's incredible exterior environments and luscious
graphics. It'll be more interesting to see what fans will make with
the game editor and the subsequent mods and additions that will
undoubtedly come after it. Half Life's multiplayer wasn't exactly
groundbreaking at its release but a dedicated community ensured
its position in the charts years later; hopefully the same will
come to pass for Far Cry.
There
is one real problem that hampers Far Cry; attempting to play the
game at minimum specifications will throw up problems, as this game
does need a hefty PC to get things as pretty as they can look. It's
a power hungry game and even on high end machines details may need
to be tweaked to get an acceptable frame rate, although this doesn't
necessarily mean the game will look any less stunning; I played
with medium detail settings and it still looked better than any
other game I currently play.
Graphically,
Far Cry showcases some of the finest visuals you will have ever
seen and whilst the enticing graphics might be what attracts you
to the game, the gameplay really lives up to the looks. The wide
open environments and free ranging gameplay provide a thrilling
experience and make up for the at times patchy AI and lack of story.
In fact, I haven't quite been as taken with a game like this since
I first played the original Half-Life some six years ago. The excellent
level design, tactic heavy AI and near perfect graphics make for
a supreme package. We'll have to wait to see if it'll give Gordon
Freeman a run for his money when he finally rears his head later
this summer but in the meantime this is a Far Cry from what's on
offer now and is definitely not to be missed.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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