Far Cry 2 dev joins new LucasArts project
But what is it?
One of the brains behind the Far Cry and Splinter Cell series has joined LucasArts to work on an unannounced game.
Ex-Ubisoft Montreal creative director Clint Hocking left the Canadian publisher earlier this year.
Overnight Star Wars: The Force Unleashed II developer LucasArts confirmed Hocking has joined its ranks.
"We are pleased to announce that Clint Hocking has joined LucasArts as creative director on an unannounced project," a LucasArts rep told GameSpot.
If Hocking isn't working on the Kinect-exclusive Star Wars game shown at E3 2010 in June and due out in 2011, what is he working on?
As we scratch our heads, let's watch the cracking The Force Unleashed II trailer and reminisce over 2008's excellent open world shooter Far Cry 2.
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Comments (34) Latest comment 2 years ago
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I mean come on, it's criminal not to provide a Temuera Morrison-packed sequel of awesomeness to such an amazing game.
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meh that game sucked...too much travelling time, rather than blowing stuff up and shooting pixels.
Didnt deserve to be called Far Cry 2, cause it had nothing to do with Far Cry at all, just a sail's trick...just like max payne 3...you'll see.
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Start getting rammed and shot at by a speeder bike.
Landspeeder slows due to damage. Stop landspeeder. Get out.
Speeder bike stops behind you. Stormtrooper gets off.
Shoot stormtrooper. Get on his speeder bike.
Drive speeder bike for a bit....
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God that sounds eerily familiar.
Edit: you forgot to mention the fun associated with space-malaria.
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I hope this developer guy joining LucasArts wasn't the man responsible for the poor controls of Far Cry 2.
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it had one of the most atmospheric renditions of Africa, or anywhere for that matter. Criminally overlooked in my opinion.
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Please.
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Works hard for his foster parents who won't let him follow his chosen career path. Picks up second hand goods with dodgy history, which gets said foster parents killed. Old man makes him sell his car to pay for the services of criminals and promptly dies in a fight witha war buddy. Ends up with insurgents and killing thousands of civil servants with one torpedo. Criminal attributed with saving his life.
Almost freezes to death. Criminal saves his life again. Receives snog of his life, ends up it's from his sister. Is ordered to attend boot camp in a mudpit where a tiny drill instructor constantly tells him he's no good and too young and that he should let his friends die. Tries to help, gets mutilated by his own father, the people he tried to save end up saving him.
Finishes boot camp, rescues sister and criminal, then finds out about his relationship to her and erection he had since seeing her in bikini swiftly drops. Buries himself in work, only to find that his father and father's boss want to talk to him about a job opportunity, the catch being that it's his dad's job and he has to kill him to get it. Mutilates his father. Decides not to kill him, but his father dies anyway. Spends the rest of his days as a monk.
Han Solo:-
Takes on dodgy cab fare from farm hick. Reluctantly springs rich hot-looking high level enemy combatant from off-planet prison camp. Collects fare plus bonus. Pisses off. Lets the insurgents do all the heavy lifting and dying in big push, returns at the last second to shoot one government employee in the back and takes a large chunk of the credit for the successful operation.
Sponges off insurgents while fixing dodgy motor. Runs off with rich hot girl. Teases and mocks her, makes her work on his motor, she falls for his bad boy criminal charm anyway. Enjoys rich buddy's hospitality then government give him a long lasting sedative. Just before that hot girl declares love, he doesn't reciprocate and is all the cooler for it.
Wakes up near home. Rich hot girl and farm hick whisk him away. He goes to a forest, makes friends with local wildlife, saves lives of hundreds of insurgents with simple disguise. Spends rest of his days shagging rich hot girl.
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Monkey Island 2 LeChuck's Revenge Special Edition.
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Good comment! That was exactly what ruined Far Cry 2 for me and made it virtually unplayable! I just got incredibly fed up of it all in the end.
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Far Cry 2 haters. Far 2 much Crying, not enough enjoying what was on offer.
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As it happens I enjoyed Far Cry 2 for as long as I could stand it. For me it suffered the worst of game problems... absolutely unbearable controls. The acceleration when turning was set to high. Lowering the turning speed to get the acceleration right meant turning was too low. Set turning correctly and the acceleration stepped in too quickly and had you spinning around too fast.
Why the developers couldn't just copy the turning controls from Halo, Modern Warfare, or any Unreal based game is beyond me. Or better still do what Riddick and The Darkness allowed where you had total control and adjustability of the turning speed, acceleration of turning and where the acceleration started when moving the thumbstick.
Some developers really need to use their brains a little. Games that have obscure or difficult controls make playing the game less enjoyable. The same is true if gamers aren't allowed to customise controls to suit how they want to play the game. Far Cry 2, for it's unbearable controls, alone, deserved to fail. Same for any other game who's developer get such a vital area of gaming wrong. It's no coincidence the most popular shooters also have the smoothest and best controls.
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"Far Cry 2 was so annoyingly overrated." - Here, fixed that for ya.
Although I usually avoid referring to Metacritic, have a look at the review scores, and then read the reader comments. And no it's not just a bunch of foul mouthed american kids commenting there. I wish I had read those before I bought the game (on launch day - no reviews were available before by the way - go figure), and inevitably got stung by a full price PC title you can't trade in, no matter how broken the game is.
There were so many essential things wrong the with the game I don't even know when to start (and the controls, as mentioned by someone else, were the least of its problems). This was the first game where I started to question the ethics of the gaming press, i.e. whether they were bought by the publisher. How someone can rave about the game in such a positive tone is beyond me - unless it's due to justifying one's purchasing decision.
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Want to bet?
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Weirdly, its flaws and design quirks worked for the atmosphere rather than against it. It turned me into a spaced-out zombie, devoid of compassion and care, hungrily pillaging the savannah and jungle, cutting and burning, drenched in rain water and the thick, choking evil that filled the world.
tra la la, etc.
Also, you must be seriously pernickety. The controls quickly assumed the level of instinct within minutes of playing. I didn't notice anything broken about them at all.
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Beautiful game. Driving over savannah into the sunset, god rays flickering through the branches of trees. Setting shacks on fire, seeing it drift across the grassland, fantastic. Hunting down diamonds, creeping up on perps in assassination missions, listening to chilling pragmatism of The Jackal on his tapes, it's all gravy.
Go to pick up a mission from someone. "Heyhere'swhatyouhavetodoIamtalkingsofastyouneedsubtitlesbutitdoesn'tmatterjustlookatyourmapandthat'syourtarget."
Drive there. Go through checkpoints, clean up enemies you have cleaned up before. Respawning as a way of filling up the game's length because the game designers couldn't think of anything else. Also experience problems driving as shown above.
Mission is always kill this person, or blow up this thing. Lack of variety in missions somewhat compensated by fun of the combat itself. Can use shoddy but powerful weapons occasionally found in safe houses, but they're just to whet your appetite - need to buy the real thing to enjoy it.
More could have been possible. Sandbox games need you to have fun when not on mission. This game has 30 seconds of hang gliding, and that's all. Even the basic fun of driving through jungles severely hampered by stopswapstart of the other cars interference. And no concrete reward for taking down a checkpoint made them no more than hindrance.
The sad thing is, these issues could have been resolved with one meeting and a week's work. It's like the game climbed a mountain, had to jump across a crevice to reach the summit called 'greatness', and instead stepped right into the crack - still high up, but broken and bent instead of at the top and triumphant.
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What we got was
- 2 factions not fighting each other but YOU and YOU ONLY
- fire that burns (nicely I admit) grass and the odd tree (but not all of them) and doesn't damage, say, wooden shacks at all
- we all know how the malaria mechanic worked out. A chore basically.
- gunplay that means your gun jams after a while which would be fine but that doesn't seem to apply to the enemy, and it takes a full clip taking down a guy wearing a tank top and some shorts. Right...
- you CAN avoid checkpoints but only if you're prepared to go through great lengths via massive detours, not made easier by the not so open world map - there were more corridors via mountain ranges that are unclimbable (why?) than you'd want.
But I realise it was my own fault to buy into the marketing machine and learnt my lesson from it.
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I enjoyed it far more than any number of other shooters that get infinitely more praise....
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The lighting effects in FC2 were lovely though.