Far Cry 2
The original spurned countless imitators, proved that their was more to the FPS genre than dark chambers and those crates, and also made enough loose change for Ubisoft to persuade the publisher to commission a sequel, despite the loss of original developer Crytek (Crysis) to EA.
A behind closed doors briefing from the new game's in-house developer's at the Games Convention in Leipzig has now shone fresh light upon the long-awaited sequel, which has been in development for some two years (though remains at pre-alpha stage, the copy demonstrated to us). The demo we witnessed saw the player assuming the role of Dom, who reportedly is just one of twelve or so possible characters you'll be able to choose from at the start of the game.
Your character choice will then impact how the game pans-out, as you're thrown into the middle of an African battle between two rival gangs. Initially charged with an assassination job, you're hired by one of the game's factions. How the game then develops will depend on who becomes your ally and who you aid or hinder during play.
The game's makers say that this approach to plotting will ensure that the story of the game evolves and immerses the player, while at the same time making for unique experiences every time. Set in the African savannah and including humid and dark jungle, as well as open grasslands and plains, Ubisoft are taking a different approach to setting from the tropical beach idyll of the original Far Cry. Exotic the new setting remains however, and the visuals are, in places, stunning.
50 Square-kilometres of terrain is included in the game world, and the demo we saw, despite demonstrating vast and beautiful expanses at times, was apparently just 1% of the game world. What's more, Ubisoft inform us that there will be no loading screens and that the player will move seamlessly across the game world.
Describing how they hope to craft a world in which the action is never interrupted or broken, Ubisoft detail a system that features set-piece style action, instances that appear too well-conceived and produced to be natural, that are based entirely on the game's AI and extensive possibilities and choices. In one instance in the segment we were shown, the player ('Dom', in our preview) stole a jeep to avoid local militants, who immediately gave chase, leading to hectic dash across the savannah that appeared pre-scripted but was just one possible outcome. In line with this seamless ideal, players won't pick up health packs, instead performing self first-aid to remove bullets and the like. If in real danger, the player will also sometimes be assisted by a friend ('Marty' in our demo), who might wade in to save the day. That said, Marty is a 'real' NPC, and as such can get killed if you don't protect him.
Our guide explained that should a pal be hurt in combat you can run to assist, but that he may die in your arms prompting another dramatic but un-scripted moment, at which point storm clouds might gather and a storm break. Such instances will dynamically impact the atmosphere and sense of drama all in real-time.
Indeed, the weather is perhaps one of the most visual striking elements to Far Cry 2. Along with lashings of detail in the game world (trees on which every leaf and branch is modeled, grass that blows dynamically in the wind, shadows that move with the real 24-hour day cycle), there is also going to be real weather - that might change depending on in-game actions, successes and failings. If a mission is going badly, for example, a storm might kick-up, darkening the world with imposing clouds as gale force winds tear branches from trees and rustle the grasses.
During the demo, we were treated to the sight of the sun-setting over the savannah, as NPCs light campfires and gazelles move onto fresh grazing pastures. Ubisoft really are doing everything possible, from a visual and atmospheric perspective, to deliver a living, breathing, awe-inspiring world. Perhaps unsurprisingly there are no cinematic sequences, plot evolution instead playing out via in-game dialogue, overheard conversations and visual clues. The developers are working to cut down on menus too, offering a map the player's character holds' on-screen and minimal HUD.
As previously hinted, vehicles will play a major role, as with the original, and in addition to the Jeep we saw a buggy and a hand-glider - which afforded majestic views of the plains and wildlife. Such vehicles, like the weapons, leave a lasting impression on the game world, flattening grass and the like. Elsewhere and fires started will also spread, turning trees to ash before your eyes.
All in all we were afforded an impressive demonstration of what Far Cry 2 can achieve, though what remains unclear is whether the team can mould all these lofty ambitions into a game that is challenging and fun throughout. The plot will be key, as will how the title compares visually to tough competition from upcoming releases like Crysis, or indeed the just-released BioShock. We'll keep you posted on this.
Far Cry 2 is due out on the PC in spring 2008.
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