This is one of the first games I can recall in which it's possible to look down at your disembodied hands and see them both weapon free. Not even a knuckleduster or a balled-up fist. In fact, one of the stand-outs about
Far Cry 2 is the lack of on-screen, not in-game detail to distract from the 50 square kilometres of Africa in which the game plays out. What you do get is a choice of rifle, melee, handheld and special weapons mapped to the D-Pad and available for easy killing access.
Ubisoft Montreal has done its utmost to move away from the, as I like to call it,
Metal Gear Solid 4 interface in which your monitor resembles a HUD. Things are sparse. You get a nav box (thankfully) and a map – and you get four weapon slots. These have to be filled as you go by unlocking them. This is achieved by, yes you guessed it, missions.
Missions are still the bugbear of open world (or sandbox) video gaming for me. I mean, it's an open world isn't it? In the case of
GTA IV they were painful. In the case of
Fallout 3, I saw the point. In the case of
Far Cry 2... well, they make sense. You are after all one of nine mercenaries; you're a soldier. You do missions, it's your thing.
So far, so good then. Things are coming together in-game in a way that I appreciate. Minimum of clutter. Decent and believable storyline. What of the control system? Frankly by now unless you are developer who really wants to lose gamers, you are not going to mess with the control system in an FPS. What are triggers for if not to trigger things? I would like – as in days of yore writing for
A.C.E.,
Amiga Format and
PC Format to name three – to go on at length about the CS, but there's really no point at all. It works; it works well; it doesn't take an age to get used to and it doesn't distract you from the plot.
What really is important – and does need tweaking or totally changing in most games (well, a lot of games) – is the Artificial Intelligence of your foe and friend alike. Bear in mind here that in
FC2 you can opt to take a turn around the Unnamed Central African Republic (UCAR) with a code-character or artificial ally. Thankfully, the AI in
FC2 enables this rather than serving as a crushing reminder that all the promises made on Usenet way back in the (good old) day(s) were as empty as I often found my weapons to be when playing as a good guy in
Fallout 3.
The fact that at the end you still seem be fighting the same enemies (in terms of looks and AI) as at the beginning is either a weakness in imagination or an overturning of previous game conventions – I've still got to work that one out.
Underneath the whole thing is the Dunia engine running away efficiently, enabling the environment to play out around you and deforming away ready for you to destroy it at a moment's notice. Lovely.
Right now, everything appears to be peachy about a game that at least nods towards a real world somewhat more substantial than most; with trimmed down interface; decent looks (and unobtrusive sound); and AI that doesn't want to make you hit it.
So, why doesn't it fill me with “must have another go”? The map editor is okay. The combat is okay. The plot is okay. The enemies are okay. It's that really. Nothing actually leaps out and declares “I am more than OK”. It's wonderful having a game engine that can provide this kind of an environment, but unless you're a geek so bereft of any actual feeling for gameplay that the game engine is the point of interest (in which case, go back and play some old 8-bit titles), that doesn't provide enough impetus to lift
FC2 beyond the level of “I can't wait to see what Ubisoft does with this stuff next”.
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Frank Warren
Conclusion
It's a decent port of an excellent PC title that will probably grow. While nothing stands out as either hideously offensive or – in my time with it – game stopping, equally there is nothing that made me want to spend entire weekends with it.
SPOnG Score: 90%
Don't forget our Interview with Far Cry 2 Art Director, Alex Amanico.