| Far Cry 2 - The Preview |
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| Written by primski | ||||||
| Friday, 25 January 2008 | ||||||
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Ubisoft's sequel to the excellent shooter Far Cry will offer a huge, seamless experience powered by some serious technology. We take an exclusive look.
The original Far Cry was a first-person shooter that started off on a vast tropical island, and it offered a remarkable open-ended experience as you fought squadrons of soldiers in sprawling outdoor environments. Then, you discovered a claustrophobic military complex and spent the rest of the game fighting mutant monsters in tight corridors--though that part of the game isn't remembered as fondly. The sequel will embrace the strengths of the first game by pushing even harder on the open-ended nature of the original game. In fact, the game will be built entirely around the concept of open exploration, offering a world that's about 50 square kilometers in virtual size. We had a chance to take a look at the powerful and impressive tech that will power the sequel, as well as to see several of the gun battles in motion.
Far Cry 2 won't take place on a beach with palm trees, but rather, in the heart of a war-torn Africa, meaning you'll fight your way through deserts, savannahs, jungles, and border towns rather than sunning yourself on the beach. In addition, the sequel won't be in as developed a setting as in the original game--your character will carry a paper map and a compass to guide him. And, you'll be using mostly conventional weapons and vehicles (rather than experimental, sci-fi stuff). The level of technology available shouldn't hurt the game experience one bit because the vehicle handling we saw seemed realistic enough while still seeming easy enough to handle, and the guns we saw in action were hefty weapons that discharged with loud, sharp reports. Interestingly, weapons and vehicles will experience progressive damage over time. Damaged guns will actually rattle disturbingly while becoming scratched up, and damaged vehicles will suffer progressive damage to specific areas until they stop running, or until you can repair them. In fact, the entire world will show off this sort of attention to detail because much of the game's environments can be deformed. Grassy fields can be burnt to the ground with a flamethrower, and trees can be blasted out of the ground with grenades. This damage is all rendered procedurally on the fly and will remain in the world until it actually gradually grows back. The team at Ubisoft hasn't quite determined exactly how quickly in-game time will pass with respect to real time, but the game will have full day-and-night cycles, which will affect the behavior of your enemies (who will have general schedules themselves). You'll even be able to find sleeping areas to sleep for the evening, or until the morning, and toggle the world from day to night. This can come in handy in some cases because darkness provides additional cover, and some areas may be more lightly guarded at night. After seeing some of the impressive world technology in action, we had a chance to see more of the impressive artificial intelligence we'd covered previously. In addition to fighting your way through various mercenary encampments throughout Africa, along with the occasional help of mercenary companions who will join you, you'll find yourself exploring larger towns where the game's two warring mercenary factions hold sway. In these larger areas, an uneasy peace exists where patrolling mercs openly carry weapons, but prefer not to use them to avoid drawing the ire of enemy factions. You'll actually be able to raise or lower your standing with one or more of the game's mercenary groups, depending on which camps you raid and which missions you choose to take. But unless you've made a very powerful enemy extremely angry, you may be able to walk right into one of these larger towns.
We then watched full-on firefight in a different village build of adobe bricks in which we simply opened fire on the nearby soldiers. They immediately sprung into action, making smart use of cover by ducking behind doorways and continually trying to flank us. You'll often find tougher installations of mercenaries where different enemies will carry different equipment and jockey for the best position. Shock troopers will come at you with combat shotguns and assault rifles, while snipers will hole up in the high ground to take potshots at you. They'll actually shift their positions if you can toss up a few good grenades or wing them with your own rifle. The battle we watched was fast-paced and brutal, involving a number of severe wounds, which, in the early version of the game we saw, were indicated by a bright red flash on the screen. In the current version of the game, smaller wounds can be recovered from in time, but being severely wounded will require you to get to safety so that you can perform a medical treatment on yourself. Currently, these are random animations that may consist of anything from strapping yourself with a bandage to searing your own thigh with a lit cigar to digging out a bullet with a bayonet blade. The last enemy--the village's sniper--was holed up at the top of the village and was the last enemy to be flushed out. For good measure, we turned around and burnt the rope bridge we'd used to climb to the village's highest point to make sure we weren't pursued. After clearing out the village, we departed it in true Far Cry fashion by commandeering a nearby hang glider and launching ourselves off of the roofs back into the vast African savannah.
Source: GameSpot
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