The
beauty of Far Cry's design is that it gives gamers an objective and a starting
point. How the gamer gets from point A to point B is completely up to whoever
is playing and will even change from playthrough to playthrough. When playing
through the demo of Far Cry, I relied on stealth as much as possible, using
silenced guns and slow movement as much as possible. When playing the full version,
I used my binoculars to spot enemies from afar, sniped at them, and then picked
up the scraps with one of my close ranged assault rifles. One
of the reasons that Far Cry can be so successfully dynamic is through its
wonderful AI. The first rule of Far Cry: if you can see an enemy, they
can see you. The second rule: if they see you, all hell breaks loose. There are
several different kinds of enemies in Far Cry - first we have the human
mercs, who run the gamut from lowly cannon-fodder with nothing but a handgun and
a jumpsuit to the higher-up special op units complete with full body armor and
green berets. Most of the game is played fighting these mercs as Jack attempts
to uncover the secrets of the island. However, a third mutant race is introduced
about halfway through that are hostile towards both Jack and the mercs. (The Flood
anyone?) Depending on what kind of enemy and how many, they respond differently
in a battle. For instance, Jack sneaks up on a group of 5 mercs sitting around
a stationary chain gun and chatting about the going-ons of the island. Jack decides
he can clear out two with a grenade, and then mop up the leftovers with a little
clever running and gunning. Once the first two go down, the other three soldiers
split up. The two more elite units, fortified in armor, immediately head in opposite
directions looking for cover and attempting to flank Jack while the third hauls
up the closest hill to yell for reinforcements, giving Jack more to deal with
then he initially planned for. However, in the indoor environments, the AI has
a bit more difficult time. Without having areas to find cover or to flank on,
they tend to be very predictable, and luring them one after another through a
doorway to meet Mr. Shotgun is a pretty easy and reliable strategy. As
far as guns go, Far Cry takes a hint from Halo and limits the number
of weapons Jack can carry to 4. If Jack wishes to obtain a new gun, but already
has 4 in his inventory, players must simply drop one to automatically pick up
the new one (again, Halo). The guns all hail from the realistic end of
the spectrum and include a machete, a jackhammer shotgun, a M4, a rocket launcher,
sniper rifle, the plastic gun: the OICW, and more. Furthermore, the game also
uses Halo's off-hand grenade throw, letting players keep their current
weapon equipped and still throw a grenade off, for maximum destruction capability
- a feature every grenade-having FPS should include. Graphically
and aurally, Far Cry is the best thing we've seen in computer gaming thus
far. There are only so many adjectives in the English language, and I'm afraid
none of them are sufficient in describing the beauty of the lush tropics, sandy
beaches, and cavernous catacombs - just look at the screenshots, they speak for
themselves. If the graphics aren't enough to make a sell to the technophiles,
let me talk up the audio as well. Ok first, the voices are good, if predictably
campy; but it's not the voice acting that gets me. The use of atmospheric 5.1
audio is amazing. Even on headphones, every jungle sound, every footstep, gunshot,
and water splash is heard in amazing detail from the proper direction with exact
precision. If you hear a shot whiz by your head, from the Doppler sound of the
bullet alone, you will be able to tell where the shooter's general location is.
Sound becomes such an important facet in the game that players will find themselves
turning off the game's wonderful music in order to better hear the beautiful subtleties
of audio done right. However, one area
where Far Cry's design falls short is its save system. Once again, Far
Cry takes a lesson from Halo, and rather than utilizing the much-debated
quicksave feature, it opts for a checkpoint system. Once a certain point has been
reached or an objective completed, the game automatically saves. No matter how
many enemies are around, how low Jack's health is, or whether or not you want
the game to save, it will. Undoubtedly, in the course of a game, this feature
will leave players in some sort of low health, high enemy tight spot causing gamers
to reload from the previous checkpoint. Well so what? From what I've said so far,
replaying segments is anything but tedious. But here are the problems: 1) checkpoints
are often very far apart, upwards of 15-20 minutes worth of play. 2) Far Cry
is very, very hard. Although the game has five difficulty levels (Normal is second
from the easiest), the game is incredibly difficult on all of them. Even on easy,
players will find themselves in very difficult situations and battles, especially
toward the end of the game. For replay reasons, this is great. It allows players
to learn the best way to get through every given situation and creates some great
bragging rights for those gamers who finish the game on Realistic (1 or 2 shots,
and you're dead). But for casual gamers, it may be too much. To
further add to its value are the multiplayer modes and level editor. The multiplayer
modes are nothing special and feature the staples: deathmatch and team deathmatch.
But with one addition, the "Assault" mode which is an objective-based,
team-based match reminiscent of similar modes offered in UT2k4 or RTCW.
From my multiplayer experience, I can say that the reliance on camping and sniping
is much higher than other titles, and may frustrate those used to the run 'n gun
style of play. The game's "Sandbox"
editor is likely to be a much-lauded feature for the mod community. While not
intuitive, the ability to construct geographically variable terrain on par with
that seen in this title is undeniably attractive and sure to bring some added
value in the form of mods down the road.
Overall:
8.5/10 Far Cry is a resounding achievement for the team at Crytek.
A title that succeeds on every level, it is a testimony to good design and innovation
in the industry. When a little development house sits up with a product like this,
people take notice. Whether it's the unpredictable, intelligent AI; the gorgeous
visual renditions of tropical islands and ominous caves; the nuanced sound; or
the sheer amount of gameplay possibilities, Far Cry is a fantastic game
by anyone's yardstick. But it's not perfect: the same AI that's a marvel in the
jungle hits a stumbling block indoors, the poorly conceived save system is annoying
at best, and the difficulty may be enough to frustrate casual gamers. But with
all the things this game has in its favor, all the things it does right, and all
the things that are yet to come, Far Cry isn't just a great game, it's
a great experience. [
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