A small, failed Central African state is gripped by a terrible civil 
war. Two rival factions, the UFLL and APR, are fighting for supremacy 
and both sides have drafted in foreign mercenaries to fight for them. 
One such mercenary is on a secret mission for an outside power, however:
 to find and assassinate the Jackal, a noted arms dealer who is 
providing weapons to both sides.
The original Far Cry,
 released in 2004, was an excellent first-person shooter. The game 
employed a structure that was both linear and freeform: a linear 
sequence of missions taking place on islands, but each island was fairly
 substantial in size, with multiple ways of completing each mission. The
 successor - Far Cry 2 isn't a true sequel as it does not feature
 any of the same characters or locations as the original - takes this to
 the next level. The entire game takes place on two immense open maps, 
with multiple missions available at any one time, as well as the ability
 to simply go exploring for the sake of it.
It's a pleasing evolution of the original Far Cry
 formula, but very quickly flaws become apparent. Having an immense 
open-world game as an RPG, with dialogue and skill trees and the ability
 to complete missions non-violently, makes a lot of sense. However, Far Cry 2
 is still a first-person shooter. People talk to you, but you can't talk
 back. There are multiple missions available but they pretty much all 
involve killing people and blowing things up. A few missions can be 
completed by stealth, but the game's stealth mechanic is extremely 
under-developed (in fact, it's less successful than in it's 
four-year-older forebear) and making a single noise allows enemies to 
zero in on your position from hundreds of yards in all directions, even 
through trees and grass, making it a difficult option to pursue.
In
 addition, whilst you can choose from a plethora of optional 
side-missions (which pretty much all involve killing people and blowing 
things up), your progress through the game is determined by a series of 
core missions for the two rival factions. So Far Cry 2 demolishes
 much of its early open-world promise by not giving you much freedom to 
do things other than the way the game wants you to: killing everything 
in sight and doing the same sequence of main storyline missions. This 
problem is intensified by the fact that, aside from a few characters in 
neutral areas, everyone in the game is unrelentingly hostile to you on 
sight. People driving down the road will stop and open fire on you for 
no reason. There are checkpoints where the guards don't bother stopping 
or searching you, but just instantly attack, even if you are doing a 
mission for their side. Wiping out the checkpoints is pointless as they 
respawn within minutes, and the canny player will soon be driving 
off-road to their objectives or will be taking to the rivers, which are 
marginally safer (thankfully the second map is based around a huge lake,
 which makes it much easier to avoid the checkpoints).
In
 terms of writing, the game makes a half-hearted stab at political 
commentary: the two sides in the civil war are indistinguishable from 
one another and make cynical deals with one another and outsider 
mercenaries several times through the game. The plight of civilian 
refugees in such conflicts is also intermittently highlighted, with you 
having the option of helping an underground railroad which is 
transporting refugees across the border. The game does at least get 
across the idea that Africa has been badly mistreated by outside powers 
for centuries and that cynicism and greed constantly undermine attempts 
by its people to bring law and order to the continent. However, it also 
undermines that idea by portraying every single person in the game (bar 
only two characters of note) as a psychopathic lunatic armed with a 
machine gun.
In terms of game mechanics, Far Cry 2
 has some great ideas - weapons that degrade and rust easily, the 
freedom of attacking a target any way you like, some good use of 
vehicles, 'buddy' mercs who sometimes help you out on missions - but then enforces repetition. 90% of the missions in the game
 unfold in a very similar way, with some fairly solid combat (let down a
 bit by the ludicrous number of bullets it takes to kill someone) that 
becomes old hat very quickly. A few missions stand out, such as an early
 assault on a floating village and a later battle in a cliff-side town, 
but much more frequently you're fighting in some nondescript villa or 
mining camp. However, the final mission - a homage to Heart of Darkness - is excellent, a tense and dark adventure that is unrelentingly linear but also well-paced and atmospheric.
This gets to the root of Far Cry 2's
 main problem: the game is open-world and freeform, something that is 
usually a welcome change from linear corridor-shooters, but does nothing
 interesting with the concept. It might as well have been a standard 
shooter, and the final excellent mission even suggests it might have 
been better off to have taken this course. A few memorable moments and a
 great setting aside, Far Cry 2 is ultimately a let-down after its excellent predecessor (and even the flawed-but-solid Crysis games being developed by the original Far Cry developers in parallel to this). Its ambition is laudable, but its execution is lacking.
Far Cry 2 (**½) is available now on the PC (UK, USA), PlayStation 3 (UK, USA) and X-Box 360 (UK, USA). 

 
No comments:
Post a Comment