Friday, 15 November 2013

Far Cry 2 (2008) Review - Tom Parkin

I'm aware of how dated this title is for a video game, but I simply couldn't resist giving it a review. I'm fairly new to the Far Cry series after only recently playing Far Cry 3 along with its standalone expansion Blood Dragon, however each entry to the series has nothing to do with one another in terms of narrative or setting – so I'm trying my best not to make this review a full on comparison between each game. Firstly the title in discussion is an open world first person shooter developed by Ubisoft Montreal (for those who aren't aware, this is the same company which brought us Assassin's Creed and Prince of Persia); it throws the player into the setting of a civil war in which two factions, the UFLL (United Front for Liberation and Labour) and the APR (Alliance for Popular Resistance) are pitted together under a collapsed government of a fictional African state. On top of this the game objects the player to track down and eliminate the notorious arms dealer known as “The Jackal”, no other hints are given. As the game world itself it insanely huge at 50km squared, the player is provided with a map and GPS system which works in realtime as the avatar physically holds the two items without the game pausing (giving the option to find scattered diamonds using the GPS to be used as in-game currency in order to purchase weapons and upgrades), this already starts the game off with a tone of realism.


On the topic of visuals, I perceive this title as graphically astonishing for its time; the gritty colour pallet of at least fifty shades of brown makes one feel well and truly immersed into a decrepit and desperate world filled with conflict. It would also be worth noting the quality of the fire mechanic, which was considered revolutionary for its time (and as quoted on the box “the most realistic fire ever seen in a game”); after playing video games at least five years more visually advanced, I must admit it isn't bad - witnessing an infernal bush fire in an arid savannah is a stunning sight to witness. The mechanic also allows these flames to spread to trees or other wooden structures, providing a sincerely convincing simulation of a serious natural hazard.

The main gameplay is presented through two core mechanics, which are driving and shooting; in fact there isn't a significant amount of variation – drive, shoot, obliterate, that's right – the player will need to travel from point A to point B to either terminate a specific person or blow up a certain object.
Already we can see the limitations of the gameplay design in spite of the vast openness of its map. That said, it's never as easy as a casual drive to point B, the player will often be forced to abandon their vehicle in order fend off an oncoming attack from the enemy – and it is safe to say that it will leave some battle scars. The thrill itself is in surviving such a hostile world given with the fact that there is danger around each corner, this is what I love most about the game, it punishes you in the sense that it virtually spits acid in your face as it teaches you to kill or be killed.
As an example I'd often find my health draining rapidly as I struggle to escape one of the many inevitable gunfights I'd encounter; after using my remaining morphine syringes the game provides the option to heal oneself in several excruciating ways, from plucking a bullet straight from the wound to snapping a dislocated limb back into place, I soon learned that the battlefield was a desperate place to which survival was rewarding in itself.
Another great example would be the weapon conditioning mechanic, guns would jam on a regular basis and occasionally break in the middle of a skirmish - it truly granted a sense of realism, the kind of which most modern shooters fail to utilise. This mechanic would effectively stricken me with with panic and adrenaline, thus compelling myself to feel as vulnerably helpless as a crippled turtle lying on its back – and this eventually became a routine for me.
Additional mechanics include the protagonist contracting malaria right from the beginning; giving the player no choice but to perform delivery tasks in order to be rewarded with pills, this medicine however wears off after roughly forty five minutes in realtime forcing the player to stay on their feet. During my play-through I was in favour of this mechanic as it reinforces the idea of survival, as well as acting as a reminder that the UFLL and the APR in conjunction with The Jackal weren't the only present threat.

There isn't much to say about the controls of Far Cry 2 as they are fairly typical to that of a modern shooter. My only complaint is with the driving mechanic – which can only be described as clunky; the vehicle itself is indecisive with its sensitivity, often under-shooting I plunge head first into a ditch and over-shooting the corner, finding myself crashed into a tree with some idiot trying to ram me down as I attempt to exit the vehicle; due to this I'd excessively exclaim “fucking bullshit!” at my TV, hastily shutting down my console after being run down by an enemy vehicle (which may I add – is an instant kill) and having to revert to an earlier save file from at least thirty minutes prior. Even the smallest object on the side of the road could cause the vehicle to come to a complete halt, as opposed to simply slowing it down; for example sometimes I'd find my car sticking to the tiniest of boulders, meaning that I'd have to inconveniently continue my journey on foot – apart from this nothing stood out as a concerning issue.

I purposefully kept the narrative to one side as I found it the weakest part about this game, it wasn't bad – just not great. To begin with, the story progression felt extremely tedious; as aforementioned, the core mechanics of the game have their limitations, after playing roughly twenty five missions of repetition I felt little to no attachment to any characters, most of which were non-memorable – with the slight exception of The Jackal – he was kind of a badass, but apart from this he didn't have much of a personality. I also wasn't a particular fan of stepping into the shoes of a silent protagonist (it's a pet peeve of mine – silent protagonists are usually intended to be ambiguous, and to make the player feel more immersed – I on the other hand believe it to be a lazy method of designing a character); at the start of the game the player is told to pick from a range of avatars from diverse backgrounds; I decided to choose the Irish guy (his name is easily forgettable and is never mentioned throughout the game) thinking that it would make a difference with the way in which the story was set out – how wrong I was. I was quite disappointed about this, and due to the silent protagonist approach, there was obviously no character arc.
It wasn't all such a let down; the third act of Far Cry 2 gave off an Apocalypse Now vibe as I plunged into the lush, jungle-like area named “The Heart of Darkness” (which so happens to be the title of a book of which Apocalypse Now is based upon – I hope that was a deliberate reference); as well as this the player can have the option to choose one of two endings, but this didn't really make much of a difference as the outcome is virtually the same in either one of them and it isn't the most climatic of endings. Personally, I didn't feel much of a build up towards the fate of The Jackal or the protagonist, due to my lack of connection with the both of them.

Wrapping this up to a conclusion, I was fairly satisfied with Far Cry 2 – with the exception of its consistent flaws. On the contrary I can't be too mad at Far Cry 2; given the fact that Far Cry 3 had enhanced its mechanics and narrative in various ways I honestly perceive its predecessor as my preferred game of the series. On a scale of recommendation, this game is definitely worth a try for those who are willing to try a decent and unique shooter on the market, the only catch being - they must possess superhuman patience and the unnatural desire to perform the same task over and over. This is a decent game for having an impressive ingenuity in engaging the player in a severely bitter society – or at least what is left of it.

7/10 - Good!

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