|
For us gamers, every new technological development promises a more
realistic experience, with increasingly impressive visuals that
aim to provide an authentic world for the player to get lost in.
While we've already been treated to our fair share of eye candy
with the most recent generation of machines, Far Cry 2 is another
step forward in immersive graphics and gameplay. Not satisfied with
making the game look good, Ubisoft has endeavoured to create a full
'body simulation' experience, similar to that of Mirror's Edge,
while throwing in large scale social developments that are comparable
to those of Fable II,
for good measure.
As
would be expected from such a game, the storyline is very open ended.
Taking on the role of a gun for hire in Central Africa, your mission
is to find and deal with The Jackal, a notorious arms dealer who
has ruffled more than a few feathers by selling his wares to both
sides of a major conflict. You must work your way up to him, earning
money to amass an impressive stockpile of weapons, vehicles and
safe houses to earn respect from the two warring factions in the
unnamed region and open up more missions. The twist is that you
are invited to think and act creatively in order to reach your goals
by any means necessary. As a story it's a little generic, but as
an excuse to run around locations ranging from the desolate African
savannah to lush jungle environments, it'll do just fine.
While
billed as the first true sequel in the Far
Cry series (understandable after the relatively forgettable
spin off titles such as Instincts
and Predator),
no story threads from the original are picked up. This means that
the crazy genetic experiments and tropical island locations are
out; after poor results from focus group testing, Ubisoft also decided
that Far Cry's protagonist, Jack Carver, with his blasé attitude
and lurid shirt, was too dislikeable to base another game around.
Instead you get to play one of nine male mercenaries and, once selected,
your character is then modelled in the style of Gordon
Freeman - i.e., you don't speak or see yourself for the whole
game but everyone reacts as though you aren't a mute, psychopathic
killing machine. While I find this a bit creepy, it does allow players
to better identify with their controlled character by projecting
their own personality on to them.
In
an appealing move, the eight individuals you didn't select become
allies to aid you via the game's 'buddy' system. This made me select
my character based not on how I wanted to appear but with regards
to who I wanted to interact with later on - an innovative twist
on the increasingly common trend of offering more and more personal
customisation options. As a buddy, each character has a distinct
personality, as well as intelligence and connections that can help
you with your missions by providing an alternate method or route.
For example, early on I had to assassinate a corrupt police chief
by blowing up his motorcade. Not keen on risking my neck, I opted
to take him on in quieter surroundings; a quick phone call from
one of my buddies had me stealing some important documents to force
him to return to his station, where I was able to pick him off without
worrying about other guards. The fact that I still used a rocket
launcher to accomplish my mission is of no real consequence...
The
one downside of the buddy system is its predictability; while getting
a call from an acquaintance after receiving your mission each time
is fine and the auxiliary quests required to make the final confrontation
easier are always different, the one constant is your mate's inability
to act subtly. Every time they offer a new solution, they get caught
in the end and it's up to you to swoop in and rescue them. If you
don't then they can end up dead, after which you can never take
advantage of their assistance again. While this adds tension, the
frustration kicked in fairly quickly as, knowing I had completed
a mission, it was about to be extended by a whiny phone call from
my incompetent colleague - how even half of them survived this long
is beyond me.
The
ineptitude of your comrades aside, the gameplay in the campaign
is practically flawless. Ubisoft has gone to extreme lengths to
ensure that Far Cry 2 is one of the most authentic feeling games
to date. Even more incredible is the fact that in no way does this
high level of realism ever detract from the guns blazing appeal
of the shooter genre; if anything, it offers many improvements.
The
fictitious unnamed African nation in which the game is set is a
huge area of fifty square kilometres that has been designed to perfectly
complement the open world nature of the game. Rather than blasting
your way through discrete levels, after the first mission you are
dropped into the thick of things and, whilst provided with some
initial guidance, pretty much left to your own devices when it comes
to finding and completing missions. Although this may seem daunting
at first, you can cover a decent amount of ground on foot and, when
walking is too much, there are always vehicles with which to tear
across the winding dirt tracks. It's also nigh on impossible to
get lost, as you start off with a map of the land that shows every
road and town, as well as the size of wooded areas and the location
of any streams. You can add to this map whenever you see something
worthy of tagging, such as ammo dumps, safe houses (which are unlocked
when you kill their previous owners - aren't you just lovely?) and
meeting places. To provide additional assistance, you also have
a GPS receiver that you can use to check your orientation in relation
to the map. This does, however, lead to one mildly unbelievable
element, as every single vehicle also comes fully fitted with sat-nav;
you'd think that when you're living in a war-torn country with resources
becoming more and more scarce, it would be highly unlikely for everyone
to simultaneously decide that their car isn't quite fancy enough
and needs some high tech kit.
The
missions you undertake on your lengthy hunt for the Jackal are extremely
varied, showcasing the kind of challenging gameplay that Far Cry
is famous for. Typically, you are required to make your way into
a hostile zone and kill, rescue or destroy specific targets. Reconnaissance
before action is always recommended in these scenarios, as the enemy
AI is sharp enough to shave with; guards are capable of communicating
with one another, predicting your movements and taking cover when
reloading -most of the time. There are still many soldiers and freedom
fighters that seem to have taken a double dose of stupid pills the
morning you decided to rock up, who stand there, tenaciously absorbing
bullets and firing straight at you until, eventually, one of you
dies. While this idiocy is frustrating when viewed alongside the
impeccable strategic thinking of other NPCs, it doesn't detract
too much from the overall experience and you rarely witness acts
of stupidity en masse.
One
result of the (mostly) superior intelligence of your foes is that
you will get shot quite a bit. Normally this isn't an issue, as
you can just grab a medkit or eat a sandwich and you're good as
new. However, in Far Cry 2, the grisly reality of gunshot wounds
really becomes apparent. Take enough fire and a quick stimulant
injection won't fix you up; instead you have to take care of the
affected area and extract bullets, set broken bones and remove burnt
flesh. This is, for lack of a better word, gross. The sights and
sounds you are treated to whenever you pop your arm back into place
or, in truly hardcore moments, rip out bullets with your teeth
had me cringing and groaning in sympathy. If you've ever spent time
watching people getting hit in the crotch on Youtube (come on, we've
all done it), you'll know the feeling well. It did have a positive
effect on my playing style, though; in order to avoid these ghastly
practices, I wanted to avoid getting shot. Knowing that every bullet
has to be extracted with a penknife and that falling down means
wrenching my ankle back into its socket made me a more cautious
and stealthy individual.
A
gung-ho attitude is further discouraged by the qualities of the
weapons that are made available to you. It seems that no one in
Far Cry 2 takes care of their stuff (save for their precious sat-navs!)
and any gun you pick up is, more often than not, grubby, worn out
and prone to jamming at the worst possible moment. This makes you
choose your starting firearms with care and conserve ammo for fear
of having to pick up a crappy gun mid-mission. When they do work,
the weapons are spectacularly devastating. I often complain about
the lack of destructible environments in action games and so I'm
delighted to inform you that Ubisoft is now firm favourite for Best
Game Engine, purely for the level of devastation it offers. Shack
walls tumble when blasted by grenades, trees topple after absorbing
prolonged machine gun barrages and fire is, once again, one of the
most powerful tools that man has at his disposal. Throw a Molotov
or ignite a car and the dry African scrub provides a ready source
of fuel; flames can spread through grass, consume trees and engulf
buildings if the conditions are right. However, it's easy to trap
yourself and you have to keep on your toes to avoid becoming part
of the inferno. This destruction is also permanent; flood an area
and it becomes inaccessible for the rest of the game. Burn grass
and it gradually grows back, albeit damaged and scrubby. Add paint
drying and I could watch it all day!
The
chances are that you won't care the first time you find flames licking
around your legs, though, because it all looks so gorgeous. The
first Far Cry pushed modern PCs to their limit and its successor
is here to show us just how far gaming can go to provide a more
powerful medium than cinema, even without scripted events. The lighting
in this game is second to none; you'll find yourself standing slack
jawed under trees, tracking the rays of sunlight that are streaming,
creating a realistic dappled effect as you move under the canopy.
The textures all look authentic and react as you'd expect them to
- fire a bullet into a pond and watch the resultant ripples to see
what I mean. The sheer number of different faces in the game is
staggering as well and, even when enemies shout during battles,
their words are synched and animated perfectly.
The
elemental effects don't end with fire, either; as time progresses
you experience a wide range of different weather conditions, including
sleet and thunder (yes, it rains in Africa), enormous wind storms
that send dust flying everywhere and, of course, the beating hot
sun. The passage of time is also modelled in-game (as with many
other sandbox style titles like GTA
and Saints
Row) with one minute of real-time equating to five in the game.
For some really spectacular lighting, find a bed and rest until
sunrise or sunset; with views this good you'll never want to go
outside again!
With
such lush visuals, I was expecting some slowdown when things got
hot. Surely, I thought, even the mighty PS3 can't handle all of
this and maintain a consistent frame rate. Not once, however, has
the game stuttered. I've tried everything to break the engine -
including filling the screen with fire in built up areas with dozens
of confused screaming locals (all in the name of science of course)
- and nothing has phased it, my experiments merely demonstrating
how games that look this awesome can, and should, be so stable.
The body-simulation aspects of the game, such as when you learn
you have malaria early on and experience moments of disorientation
and temporary loss of vision), are all realised brilliantly. Everything
is experienced through your character's eyes, a feature that is
thankfully fast becoming the standard in first person games, providing
seamless movement through the game world with no jarring moments
to pull you out of the action.
The
production levels on the audio are equally high, too; as with the
likes of Battlefield:
Bad Company and Call
of Duty 4, Far Cry 2 seeks to teach you just how loud guns are.
If you're next to a grenade when it goes off then expect some deafness
and blurred vision as the shock sends your character (and, by extension,
you) reeling. The voice acting isn't half bad either; while many
of the support characters are somewhat contrived, their accents
are at least spot on. The game has a real multicultural feel, featuring
allies and mercenaries from all over the globe - and everyone sounds
authentic. There's plenty of dialogue as well, with lines rarely
being reused too often, even in incidental talk between NPCs. Your
buddies also have plenty to say, providing varied dialogue, especially
when you have to repeat missions so the situation doesn't become
stale. The only aspect that detracts from the realism of the game
is the music. There's nothing wrong with it (in fact the score suits
the mood of many moments perfectly) - it's simply that it's there.
With such emphasis on providing an authentic experience, hearing
tense strings whenever an enemy is near makes it all go a bit Peter
and the Wolf. I'm sure many people won't take issue with this but
I am personally glad that there is an option to mute the music.
Even
if you don't take your time admiring Far Cry 2's extensive beauty,
it will take you a while to complete; with plenty of missions spread
over three acts, the story-driven campaign has well over thirty
hours total gameplay if you take the time to complete the many side
missions that earn you valuable weapon upgrades and safe house locations.
The multiplayer mode may appeal to you as well; it did initially
for me, promising realistic close quarters battles with a wide range
of weapons and game modes, including the old favourites like deathmatch
and CTF, as well as some new twists on base capture and domination
game types. After seeing the destructive capabilities of my arsenal
of grenades, incendiaries and big, BIG guns, I couldn't wait to
dive in. Unfortunately, the experience doesn't translate well into
the usually fast paced style of online battles. The health system
is also carried over and, whilst it adds an element of stress and
tension to the gameplay, it feels cumbersome and the animations
became frustrating after a while. Still, there is plenty of variety
on offer here and if you enjoy a more cerebral kill-a-thon then
this may be the game for you. A level editor is also included, further
extending the experience, which proves extremely user friendly;
within half an hour you can create a decent looking map with plenty
of hidey holes and vantage points laid out.
Far
Cry 2 has greatly impressed me. With gorgeous visuals, high quality
sound and extremely well conceived gameplay mechanics, it's a near
essential title. Although the story itself is a little bland and
not the most original scenario, it carries the action well and you
get so engrossed in your activities that you don't really notice
it, unless, like me, it's your job to point it out to others. As
a single player game, Far Cry 2 stands well above many recent releases,
making us nearly forget that not all games that promise a lot invariably
fail to live up to their own hype. The multiplayer mode is unremarkable
but brings enough over from the campaign to provide at least an
interesting distraction and I'm sure we'll be seeing some great
home made maps in the near future, which is the feature that's most
likely to keep the multiplayer community coming back for more. If
you want to experience the true heat of battle and live the life
of a mercenary without all the faff of travel and risk of disease
(and, you know, getting shot and killed), then Far Cry 2 is the
perfect alternative to the real thing.
Reviewed by Henry Osadzinski for AceGamez (All Rights Reserved).
|