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Jack Carver is an asshole. There, I said it. Sure, he may have a
right to drop the F-Bomb every sentence; after all, some sexy lady
dragged him along to a mysterious archipelago called Jacutan for
personal gain, and then his boat (which is his source of income)
gets blown up, he's hunted down and almost killed and then injected
with some crazy serum that unlocks the animal instincts innate within
us all! But, he had ties to the Mafia whilst in the Navy and supplied
illegal firearms in New York like they were going out of fashion
(which of course, they never will), so he's still a jerk.
As
Jack Carver you pick up right after aforementioned boat is destroyed
and aforementioned character is shot, followed by him swearing a
lot. On your journey to survive you grab a headset and stay in contact
with a man named Doyle, who seems to know the sexy lady. The plot
thickens as Carver is injected with the serum and rushes to meet
up with Doyle, who plans to surgically remove the implant that not
only holds the newfound animal instincts back, but also allows safety
weapons to be used against Jack. Most of the game revolves around
that, until you accomplish this at which point your objective switches
to taking out a mad scientist who has, shock, injected himself with
way too much of this serum.
This
version of the game also includes a second, and considerably shorter,
story mode called Evolution, which focuses on a completely unrelated
plot (though Jack still retains the feral abilities he obtained
in the first game). The entire game is told through Jack's eyes;
even the cinematic sequences are all done in a first person perspective,
Half-Life
style, which is actually really cool for the most part, though I
wish the gameplay itself played as exciting as these sequences look.
Unlike
the PC version of Far
Cry, Far Cry Instincts: Predator's level design is very linear
(with the exception of the beginning of the Evolution story), which
explains why so many things were added. The Feral abilities you
obtain allow you to leap great heights, run extremely fast, shred
enemies with one quick slice of your hand, pick up scents, see in
the dark and, in the second story, climb steep trees and rocks.
Traps have also been included that allow you to wrap a branch around
a tree that swings out and hits an unsuspecting enemy, or you can
simply plant a claymore mine on the ground and toss a rock to alert
an enemy who you'd like to idiotically walk into your mine, which
includes a handy red flashing light that everyone can pretend not
to see.
And
here lies the downfall of Instincts; also unlike the PC version,
the artificial intelligence is completely and absolutely dumb. To
make matters worse, enemies do not react at all to being shot. I
don't mean that they ignore you when you shoot them - I mean that
if you shoot them in the arm, leg, neck, torso - anyway really -they
don't react at all and keep shooting or doing whatever animation
they were doing before you put a bullet in them. I lost count of
how many times I was able to walk behind an enemy and stealth kill
him right next to another guard, who didn't even bat an eye and
just stood there in awe at the beautiful 2D jungle.
The
game simply does not look as good as it could, considering the hardware.
If you compare Perfect
Dark Zero to this game, well there's no comparison, with the
exception of the water effects (although water does not come into
play nearly as much as you might think.) The water looks superb,
I give it that, especially when you come out of it and the environment
is blurry for a split second until your eyes adjust. But for the
most part the rest of the game does not look as stellar. The jungle
has incredibly ugly 2D borders and if you go into any grassy field
and look down you will see that you're not in a grass field, but
a field of individual cardboard cutouts that appear to resemble
a field of grass when looking straight ahead.
I
give it credit though; the game may be ugly overall, but it moves
seamlessly between large indoor areas to outdoor areas and the levels
tend to be absolutely huge, with no pause between areas within each
one. The level named Cliffs, for example, starts in a mineshaft,
moves to a huge cliff over a river below (which you can jump all
the way down into and continue playing), as well as several other
cliffs that you can travel to via bridge or hang-glider. This is
perhaps the standout moment for the game, as it even features strange
creatures flying all about and is very visually stunning. Now just
imagine if they had upgraded the game engine to the 360 fully. It'd
look amazing!
That's
enough of the graphics though. The gameplay itself, once you get
by the horrible AI, is actually quite enjoyable, even with the clunky
weapon select controls (which require you to stop moving to swap
out weapons.) There's a good assortment of pistols, assault rifles,
a shotgun, sniper rifle, rocket launcher, and a bonus treat: turrets
that you can rip out of their base and take with you! ATVs, jeeps,
hovercrafts and boats can also be driven through the jungles and
rivers, and the first person view whilst riding them is really enjoyable...
especially when you wreck. Why Carver can't turn an ATV on its side
back upright and keep going is a mystery, though, especially with
all that super strength flowing through his adrenaline pumped veins.
With
two single player campaigns in one game, you can imagine it will
take a little while to go through them both, and there's plenty
of variety to keep it fresh. The first game alone moves from lush
jungles and dense rainforests all the way to canyons, mines and
even a volcano. The second campaign sticks mostly to the jungle,
which is great, but also has some excellent canyon levels that really
challenge you to do a lot of FPS platform jumping, which can be
quite a bit of fun and gives a much needed change of focus to a
very long campaign. The other extra thing thrown in that's not included
in the PC version is an extended multiplayer mode over Xbox Live,
with an all-new map editor. Dexter Pearson explored this editor
and the online multiplayer modes in depth while I slaved away at
the single player...
While
Chris is swimming through the murky pond that is the single player,
I, Dexter, the king of map editors, the man who lives for multiplayer
games, am checking out the chocolate pudding of Far Cry - the social
side. Chris is right. The single player is similar to the Xbox version
and the only difference is you're getting both Xbox versions on
one disc. How generous. However, having purchased an Xbox 360, like
lots of other people out there, you can expect the multiplayer modes
to be bursting with more people to kill than the Xbox versions.
Far
Cry has a few multiplayer modes that are worth mentioning. You've
got your traditional deathmatch modes, both free for all and team
play, and then you've got Steal the Sample, which is just like capture
the flag. What's unique here is the Predator mode, which is akin
to the Juggernaut mode that you occasionally find in shooting games.
Somebody becomes the Predator, who runs faster, attacks with his
fists and can kill you in one hit if you're not careful, plus he
scores points for killing people and you're his snack in the scale
of things. The idea is that you kill the Predator and then you become
this unstoppable cannibal yourself, jumping high, ripping foes to
shreds and scoring points like there's no tomorrow!
Up
to sixteen players can participate online, providing you're playing
on a dedicated server. If you prefer to host and have control over
map selection amongst other things, then people with a connection
speed like mine, which is 2MB, can expect to host up to eight players
without many problems. To be honest, I prefer the matches with eight
players to ones with sixteen - if there are only eight players to
kill then you're more likely to form unholy vendettas against certain
players. Nope? Just me then! You're going down, Farcrymaster69!
Far
Cry has lots of maps to suit every occasion, from large ones with
plenty of vehicles and loads of vantage points, to close quarter
islands that only support a smaller number of players but are a
lot of fun nevertheless. If you feel cheated though, there is a
map editor included in this game. Regular readers may already know
that I have a thing for map editors, FPS games in particular. TimeSplitters:
Future Perfect, another joint review of ours, was a game and
a half, thanks to all the fun I had simply making maps until midnight.
Sure, you can laugh at me, call me a geek if you will, but there
is something to be said for crafting a map that you, your friends
and a bunch of strangers can play and have a lot of fun on. So,
let me tell you how this works.
It's
a long process to make a map of sheer quality. First of all, you
have to select from certain item pallets, which include dozens of
themed items; choosing a military themed pallet gives you access
to items like abandoned tanks and buildings, bomb shelters, bunkers,
all related to that pallet. I found myself picking the jungle themed
ones, with huts as opposed to bunkers and fences as opposed to barbed
wire, but the pallets are there for you to play around with. My
only regret is that you can't mix them. Standard items, like trees,
vehicles and pick-ups, appear on every pallet, so there's no need
to fret over not being able to pick the jeeps if you don't choose
a jungle theme! After selecting a pallet, you pick a setting that
determines the colour of the sky and the clearness of the water,
amongst other things. A tropical setting gives you a clear sky and
clear sea to match, whereas a swampy jungle gives you a sun scorched
sky and murky water for maximum aqua hiding possibilities!
Once
you've got the difficult decisions out of the way, crafting a map
couldn't be more time consuming! Alright, you can throw together
a crapper in a matter of minutes, but me, well, I'm a perfectionist.
So I start my raising the land (as what you see to start with is
just miles and miles of water) in the shape of an island. Once you've
drawn the outline by raising the land, you can just fill the middle
by selecting things like large land brushes. You now have a pretty
level island surrounded by sea. Things to consider - do you want
the entire map open? Do you want players to be able to hide underwater,
miles away? If not, and it's advisable not to if you're supporting
modes like Steal The Sample, where a player could steal and hide
for the duration of the game, then you need to build big steep hills
around your desired area of play. You don't have to hill in your
land in a perfect circle - you might decide to build a harbor like
I did, with land and quite a large sea area in front, with a beach.
I made sure that the left and the right of the harbor was hilled
in, so people couldn't swim around the island and hide for the entire
match.
That
didn't stop me from digging a few secret passages into these high
hills though, as doing things like this can really encourage map
exploration from the player, so the strangers that join your game
will only compliment the secrets that hide within your domain. Anyway,
now you've got yourself an island, hilled in, you have what I like
to call a canvas. It's simple now, all you have to do is fill it
with objects, and you're set, right? Wrong! If you want to do this
properly, I wouldn't suggest having an entirely flat arena that's
hilled in. You have to go around your island and build mini hills,
and then flatten them out with the highly customable land raiser
tool. You can create steps (to an extent) and make your hill just
raised enough to climb. Having a hilly map creates places to hide;
it also gives your map a bit of dimension, too. My suggestion is
to have four or five cool parts to your map; for example, one of
my maps had a hill that you could climb really high and at the top
lie in wait as a sniper. On this hill you overlooked everything,
so being on that hill would give you an advantage. However, hills
being hills, there were quite a few ways to get up there. So if
you're the bastard on the hill with the sniper rifle, expect somebody
to climb up there and stab you in the back with a knife! Things
like these, the neat parts, just give players another reason to
keep playing.
Once
you have your neat parts in mind, it's only a matter of building
them, using your pallet items, your standard items and your hilling
tools. With a large item from the pallet, a temple with a hole in
the top, I was able to make a very large hill and place the temple
on top of it. This hill was hollow (which took some crafting), so
when players go down the hole in the temple, they drop right down
the hollow mountain of doom and die. A trap. A homemade trap. It
was fun to have knife fights around this hollow mountain - one of
us would fall in, guaranteed! It's not all about hills though -
the items in your pallet can really be used to your imagination's
limit. You can rotate every item (and when I say item, I mean big
things, like sniper towers, bunkers, houses and rocks), and you
can raise or even bury items, so you could have an abandoned tank
half caked in sand on the beach, or you could raise one of the fence
posts, to allow players to sneak under.
So
what used to be a flat island is now a hilly land, covered in scenery,
platforms that you have lowered and raised to allow players to jump
to and from them, ladders that lead to bridges, piers that lead
to crates, and you should have some cool spots too, spots that are
name-worthy, like the Sniper Hill or the Temple of Doom - spots
that make your map better than average Joe's. All you have to do
now is fill your map with pick-ups, like Predator power-ups (only
place one), body armour, health packs, weapons that you can hide
in those crates, grenades that you can place in the Temple of Doom.
That, my friend, is the easy part. Hiding the items.
The
map editor in this game is awesome, absolutely awesome. It has so
many customisable options. It doesn't have it all, but for most
people, the features on offer are more than enough to deal with
and those who have a lust for building maps, who feel like they've
run out of cool things to place, can always improvise and make things
like homemade traps (the only traps available in this game are the
ones that the player can lay, such as proximity mines and tree-traps),
so I set out on building and intensively testing that Temple of
Doom. Be sure to test your map every step of the way, which couldn't
be easier really; you can jump in and out of the editor with the
push of a button. The only thing that annoys me is that there isn't
a way to publish your map for other people to download when you're
not online. The only way to distribute your map is to play the level,
while you're the host and anybody wanting to join has to download
the map. It's a slow distribution method, so not many people will
be able to admire your creation - TimeSplitters had a publishing
option, which is without doubt the way to go, especially in this
new age of Xbox Live Marketplace where you can download so many
different things.
Still,
there's nothing quite like playing in your own spider's web. It's
great that Far Cry offers such an option. FC Predator might not
have the single player that Chris is after, but it certainly has
a multiplayer to rival PDZ on the Xbox 360 - loads of jungle shooting
action with mapmaking at its finest. Of course, an online co-op
would have been really cool, but then playing team matches, driving
vehicles together, one controlling the boat, the other controlling
the gun and other friends lying down on the deck with the sniper
rifles, going against another team of jungle elites online is good
enough anyway. Before Chris wraps up this review, I'd like to say
that you shouldn't let our overall score put you off, because if
you're after a multiplayer experience like no other (until Halo
3 comes along at least - I only hope Halo 3 has a map editor) then
pick up Far Cry. The online community seems to have thinned out
a little since the game was first released, but there are still
a good few people online who are willing to play some good rounds.
It's not far away from being an excellent online experience, so
good in fact that it makes me want to cry. Erm. Not my best word
play there. Over to you, Chris!
There
you have it. An expert opinion from an expert mapmaker! He's right
about the online players thinning out a bit; long after Dex had
finished testing the mapmaker and online portions, I went back to
have a blast and couldn't find a single room available in any mode
but deathmatch, all on really bad custom maps!
One
area of multiplayer that hasn't been covered is the achievements,
which a lot of gamers will look to buy the game for. DON'T DO IT.
After completing both single player campaigns on the Hunter difficulty
(which is normal), getting achievements for so many headshots, feral
attacks, stealth kills and trap kills, as well as tediously collecting
every single hidden vial in the game (five for each level)
you a have a mere 295 points. Where are the rest? Well, beating
the game on every difficulty gets you some, plus an extra achievement
for doing just that (in all you play both campaigns three times
each and get a pathetic 50 points for that achievement.) If you're
looking to invest a lot of time in single player, don't expect a
big payoff. You'd have to invest even longer to get most of the
online achievements, which includes one for playing a total of 80
hours of multiplayer! I don't mind hard achievements, or ones that
take awhile to earn like that, but when you invest a lot of time
into one single aspect, such as playing the single player over and
over, I expect the payoff to be a bit more. Why do I get more points
for getting 100 headshots (this was obtained after playing the first
level twice and not trying to get it) than I do for completing the
game?
The
short version of the story is this: you're buying a bundle of two
Xbox games, both of which play exactly the same but with a different
story and new levels. Not a bad deal, but I did say Xbox games...
NOT Xbox 360 games. Spend your money wisely here - the single player
modes are probably worth a rental, but the online modes really do
add a lot of fun if you have a Gold account and you can actually
find people to play with. I had some trouble with this, myself.
The bundle is a far cry from a true 360 experience and I anxiously
await the Far Cry built from the ground up for the system. Far Cry
Instincts: Predator certainly is not it, and when compared to the
other shooters available on the 360, it sinks faster than Jack Carver's
boat.
Reviewed by Christopher Martin & Dexter Pearson for AceGamez (All Rights Reserved).
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