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).
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