Far Cry 2

So far, so good.

Spare a thought for beleaguered developers at this time of year. Getting a major project out on time, on budget and up to scratch typically entails a superhuman commitment to the cause, marriage-wrecking long hours, and a sworn renunciation of selfish luxuries like sleep and personal hygiene.

Were it that simple. Take the Far Cry 2 team over at Ubisoft Montreal. Having busted balls to ready a playable build for UbiDays barely six weeks ago, like many other developers it has had to produce yet another version for E3 next week. And before you can say "why can't we have an extra nine months like you gave that Haze crap?" there's Games Convention in Leipzig to prepare for. It's a rum business.

For a game as complex and as ambitious as Far Cry 2, then, you can hardly blame them for drawing the line at providing a pre-release consumer demo.

"No, no demo," creative director Clint Hocking responds abruptly to our probing. "One reason is, even if we were to give out what you played today - even if we put invisible walls around it and said, here's the demo, you can go anywhere you like inside these walls and play it how you want - that's potentially right there eight-to-ten hours of gameplay. I don't know too many people who are willing to give away a 12-hour game for free."

Surprisingly, however, and notwithstanding the drain on resources, Hocking sees genuine benefits in the gruelling process of choreographing endless new routines for the media circus.

"Without milestones to show the game you get irresponsible and end up with a giant broken code-base and nothing works," he opines. "Sometimes you have to put a lot more polish on than you need to. You have to branch out a build for a couple of weeks and put a couple of guys on it debugging just for that. But it gives you a better view of where you're going to be a month or two from now. It gives us a good idea of the level of quality we're going to have [in the finished article]."

'Far Cry 2' Screenshot 1

Keep your feet and hands on fire at all times.

The E3 build we're taking an early peek at here in Ubisoft's massive, 1,600 staff-strong Canadian HQ focuses on the same mission Rob has already waxed lyrically on from Ubidays. Time contraints, no doubt, prevented any wild departures, but that's not to say improvements haven't been made in just a month and a half.

"We were feature-complete this Friday just past," reveals Hocking. "There's now really only one or two guys pushing in last-minute things while everyone else is transitioned over to debugging. Once you push 100 guys onto debugging for a week, things can get stable really fast."

But despite "really positive" feedback from Ubidays - the on-stage demo was certainly a highlight of the press conference - the team has doubled the available ammunition and tightened up the AI, which is now "a lot more mobile, a lot smarter, which makes it a lot harder to deal with them." This is borne out by Hocking's repeated yelps of "S***!" and frantic running for cover as best laid plans go awry during the initial demo.

Regardless of the extra tweaking, we'd usually be inclined to grumble about being airlifted into North America to play what is essentially the same demo we've been acquainted with so recently. But in the case of Far Cry 2, it makes perfect sense.

As you probably know, Far Cry 2 operates under the guiding principle of freedom, its narrative of factional warfare buried in a 50-kilometre-square sandbox for the player to dig up largely as and when he sees fit. Freedom of movement around the world is one thing; but it's in the freedom of expression during combat that the greatest potential lies.

A single play-through by definition offers a single approach, a single perspective. Ubisoft wants us to revel in the multitude; and the way your individual experience pans out will depend on any number of variables, including playing style, time of day, choice of weaponry, and relationship with NPCs and, of course, nerve.

But, since the multitude isn't going anywhere, the first thing we do is go for a relaxing stroll. We've already heard a lot from Ubisoft about what's 'not Far Cry' about the sequel: it's not the same hero; it's not supernatural; it's not the same location. Yet these surface details miss the point. According to Hocking, it's "the same experience you had when you experienced Far Cry for the first time. That's what we wanted to recapture: going somewhere you knew was real but was really foreign and exotic, and you never really expected you would get to go in your real life."

Far Cry 2 transports you to the arid plains of Africa. But, just as the original Far Cry's tropical island was an abstraction rather than any specific palm-treed paradise, so its sequel's vast world is the Platonic ideal of the Dark Continent.

"We're trying to capture the quintessential feeling of Africa. We wanted to have really sandy deserts and dry rock deserts; rolling grasslands that you'd see in the Serengeti, woodlands like you'd see in Tanzania or Namibia; mountain dwellings like you'd see in Dogon villages in Mali; colonial cities; jungles like you'd see in Congo; rivers and lakes like you'd see in Kenya. All of these things actually don't exist in any one country in Africa."

As much as the Ubisoft wishes to invoke the adventurous spirit of the original, however, the cold realities of big business are never far away, as when Hocking takes a pointed swipe at Crysis - the second game from the original developer of Far Cry, Crytek.

'Far Cry 2' Screenshot 2

That diamond is my ticket off this godforsaken continent. Er.

"You have to recapture [the magic of Far Cry] or you're not really making a sequel to Far Cry, you're just cashing in on the tropical island," he says. "Players have been to tropical islands in Boiling Point, in Just Cause, in Lost every night on TV, in Crysis and Far Cry on console. All of these games and movies and TV - you see this place and it's not that exciting adventure that it was. Far Cry did it first." Well, they do say sand gets everywhere.

Going walkabout allows us to appreciate the detail that has been lavished on a game world that is, according to Ubisoft's own research, "bigger than Oblivion. It was 40km2 and we're 50km2." It's the new Better Than Halo!

Either way, it's hugely impressive. Trees are fully destructible, cracking and splintering exactly where they are shot; weak branches can be snapped by a strong gale; grass blows according to the direction of the wind. This isn't just game engine willy-waving: an awareness of wind direction can be used to your advantage when predicting the spread of a fire, or using its smoke as cover.

You can even embark upon a mini-safari, attempting your best David Attenborough impression as you stalk a herd of zebra. You can shoot them in the face for kicks, if you wish; or, if you really do have nothing better to do with your life, you can kick back and watch through your minocular as they feed and rest.

'Far Cry 2' Screenshot 3

That's for breaking my TV.

"Sometimes it feels good to take a breather from being chased by guys with mounted grenade launchers on the back of their vehicles and look at the world," reckons Hocking. "Yes it's a shooter, yes it's an action game, but there's lots of opportunities to explore, take a look around and appreciate the world for the simulation of it." And of course, there's always the argument that the more in-tune you are with your environment, the more likely you are to exploit it to your advantage.

Eventually we remember there is a game to play (sorry about that!), and trudge over to the safe house - well, shack - where our bestest buddy Frank is waiting with mission instructions. As with the UbiDays demo, we're again tasked with entering an enemy compound and blowing up a pipeline.

The freedom of approach to your mission is underlined by the choice of six different weapon loadouts in the updated E3 build. This something-for-everyone approach caters for the stealthy tranquilliser dart-in-the-ass stalker, and the rampaging Arnie-in-Commando killer alike, theoretically with everyone in-between.

At this point you can change the time of day by pulling out your watch and setting it at the hour you wish to continue. We go for midnight; the game cuts away to a shot just outside the hut and a lovely time-lapse sequence as the sun sets, and night falls.

Since we're massive cowards, going in under cover of darkness suits us just fine. If you favour a more strategic approach to clearing an area, your minocular and map will prove invaluable. Spot a sniper with through the lens, press the relevant button, and all snipers in the immediate area will be added to your map - saving you the bother of having to scout the entire area. This also works for ammo and health supplies and vehicles, giving you vital information with which to plan your attacks.

"In terms of the raw mechanics of the shooter, one of the things we really wanted to capture was the feeling of the need to survive in this world," Hocking tells us. That certainly comes through in our playtest, our attempts to slither in unnoticed lasting all of 30 seconds and a single kill, forcing us to leg it out of the main gate under a hail of fire.

This situation is made substantially worse by our knackered rifle jamming at a critical moment. Decay is at the heart of the game, a "big experiential differentiator" according to Hocking, who wants a "really analogue, muddy, dirt-under-the-fingernails feeling to being in this world." Still, the foliage is great for cowering behind and keeping an eye out for muzzle flashes with which to locate the enemy.

There's no targeting reticule in the demo, which you may enjoy, but we find frustrating, especially at close quarters. Pleasingly, Hocking tells us there'll be on option to switch this on or off in the final game.

'Far Cry 2' Screenshot 4

Driving cars upside down into fire is not advisable in this or any other game.

As your energy meter depletes, you can replenish it by injecting yourself with a health boost, which is gruesomely satisfying to watch. Stare death in the face and you may be saved by one of your buddies, who rushes in and spirits you away to safety before administering a health boost. But this is only an option if your buddy is still alive: they can be killed by you and the enemy, so friendly fire is a constant risk, although the team has designed the buddy avatars in a way that should distinguish them from random grunts.

But nothing is stopping you from murdering everyone who tries to strike up a conversation, and you're able to wipe out every buddy in the game if you'd rather go it alone. You can still progress, but there will be consequences, including missing a "whole load of content" according to Hocking. Well, since this is only a demo... Bye, Frank!

As mentioned in our earlier preview, PC users can rejoice in having by far the prettiest version; on console while the attention to detail is commendable, it lacks the 'wow' factor of a more straightforward FPS like Call of Duty 4 - although that's doubtless a necessary concession to the sheer horse power required to stream a 50km2 game world. And the frame-rate still needs a fair amount of attention, which Hocking happily acknowledges: "Yes there will be improvements on the console versions, mostly in terms of frame-rate at this point".

Controls are fairly standard, although we have a couple of gripes at this stage: having to press the left stick down to run on the console versions is clumsy, even if we do like sliding into cover with a press of the B button. And using the map in real time while driving doesn't feel as fluid as it could, forcing you to look down and invariably crash into a rogue tree. Practice may well make perfect, but we'll see.

'Far Cry 2' Screenshot 5

He does deserve it. Look at that bandana.

Having enjoyed just a fraction of the complete experience, and in comparing the wildly divergent accounts of gameplay with other journalists at the event, we remain excited by the potential of Far Cry 2. With the briefest taste of the narrative, a sample of the diverse environments, and not a whiff yet of the level editor (included in all three versions, though more limited on console) or the multiplayer (up to 16-players), there's still a great deal to be revealed.

"I think a lot of people over the past few years have really tried to crack the nut of the open world shooter problem," offers Hocking. And on this evidence, Ubisoft Montreal has as good a chance as anyone, so don't go clocking off just yet, guys.

Far Cry 2 is due out on Xbox 360, PS3 and PC later this year.

Comments (44) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • mkreku #1 4 years ago

    This is one of those very few games I just can't wait to get my hands on. Sounds absolutely fantastic to me!
  • 3william56 #2 4 years ago

    "by injecting yourself with a health boost"

    HazeLol?
  • degville #3 4 years ago

    "As mentioned in our earlier preview, PC users can rejoice in having by far the prettiest version" hmmm some pc users the majority of pc users will have a jerky mess fest... which may be on par with the consoles if you are lucky...
    However I'm just hoping it has the big open feel of flashpoint and assuming it manages 30fps i'll be getting it on the ps3 for the big tv experience
  • Darren #4 4 years ago

    I'm finding it hard to pluck up any enthusiasm for this game, mainly because the memories of that hideous and lazy 360 port of Far Cry Instincts is still too fresh in my mind. The PC original was a vastly superior game in every area and I find it hard to believe that a console with 512 MB in total can match that game's openness and huge levels. I can't help thinking it'll be another disappointment from Ubisoft myself. Certainly coming from that publisher, it's bound to be plagued with screen tearing! And with no demo I'll be even more wary of it UNLESS it gets mostly rave reviews and positive feedback on the forums.
  • Triggerhappytel #5 4 years ago

    This sound great, although I find this guy's arrogance a little offputting. They still have a lot to prove, though - their console iterations of Far Cry were fucking horrible. I think all the previews and hands-on of this have been pretty positive so far, but I will definitely wait for reviews of the finished product.
  • Tlaloc #6 4 years ago

    I didn't mind "FarCry Instincts" on the 360. I loved the colours. It was dumb, but it was pretty. The second game "Predator" was dumb, and ... kinda crap. I'll give this a go when the release price drops a bit, with or without a demo. Preferably with.
  • BLAUcopter #7 4 years ago

    Game boner "confirmed"
  • gingerlink #8 4 years ago

    E3 2008 report?

    Ok, where's the E3 tab?
  • Darren #9 4 years ago

    @Tlaloc - You must have pretty low standards for current gen visuals if you thought Far Cry IP looked "pretty" on the 360. Yeah the colours were bright and garish but the game was fugly IMO, barely an improvement over the Xbox original bar the nice-looking but glitchy water and a higher resolution. Textures were low-res, the polygon count was last gen there were jaggies everywhere, lots of pop up... it was definitely a lazy port. They even managed to degrade the multiplayer by turning off v-sync to increase the stodgy framerate at the risk of screen tearing. Even the controls were horrible. Yuck... Far Cry IP was one of the worst games released on the 360 in the "early days".
  • UncleLou #10 4 years ago

    That sounds rather delicious. And all in an almost entirely fresh envioronment, too.
  • Killerbee #11 4 years ago

    I think the scepticism of people who played the last game on console says it all really - Far Cry PC was a brilliant game and this looks to be taking the best bits of that, mixing in a bit of STALKER and wrapping it all up in a fantastic new engine (the tech demos look great).

    I don't doubt that the PC will be far and away the superior version and it's definitely towards the top of my wish list for later this year.
  • UncleLou #12 4 years ago

    ""As mentioned in our earlier preview, PC users can rejoice in having by far the prettiest version" hmmm some pc users the majority of pc users will have a jerky mess fest... ""

    Console defense force ahoi.

  • Rich72 #13 4 years ago

  • LPXO #14 4 years ago

    512 MB is easily enough ram for the original pc game to run on a console.
  • mikew1985 #15 4 years ago

    @ UncleLou

    Not really Console defence force, just stating the bloody obvious force.

    The majority of peoples PC's will not run this game with visuals that exceed the quality of the console versions.
    Those who are hardcore PC gamers and have plumped for the new Geforce ZXTYGBXT 9000000000000000 Quad SLI card might. The rest of us who have two year old GPU's might be just as well off getting it on the console. It's not like he's stating that it will be better on console than on PC, obviously it being a FPS it will be clearly superior on the latter.
  • UncleLou #16 4 years ago

    Not really Console defence force, just stating the bloody obvious force.


    And the point of mentioning it at all then is? Should the preview have used a disclaimer "if you have the rig to run it"? Maybe they should also add that it will look shit if you don't have an HDTV? Besides, noone knows the specs yet.

    Just getting really, really tired of console gamers dragging their childish system wars into every bloody thread.

  • mikew1985 #17 4 years ago

    Yea but i dont think the op of the comment is a console lover, PC hater.

    He mentions Flashpoint as a game he is really looking forward to.So I would assume he has played/loved the original which as far as i know is PC only (not to mention was excellent). Whether your an ardent PC gamer or not I think you'll have to admit that the need to technically upgrade the GPU has grown exponentially and has driven a number of ex PC gamers more and more toward consoles. I am certainly one of those and rarely buy PC games anymore (I don't pirate either). Company of Heroes was my last PC purchase.
  • Svecke #18 4 years ago

    Meh, I think I'll just reinstall the original FarCry. I want my tropical islands, damnit!

    Yeah, sure, the mutants suck. But a few numbers changed in the configuration files takes care of that.

    "Why, hello little mutant-monkey. My, your scratches do only one point of damage? And you only have five points of health? Buh-bye! KA-BLAM!"
  • degville #19 4 years ago

    mikew1985 - thanks considering you don't know me and i only typed the briefest of sentances you are completely correct... I loved flashpoint I used to play pc games |I used to keep my rig just behind the stupid money bleeding edge - but no more now consoles can play pc genres (most) and indeed these genres are catered for I've plumped for a ps3 and a 40 inch tv ( it could so easily of been a 360 - the bottom line here is I know more people who either had a ps3 or were goingto jump that way)
    so all i want is a big open world shooter with a goodly chunk of realism that i can play online with people who have got the same spec machine as me and are exerpeicening th same level of gfx as me.... this will not be the best gfx experience to be had but it should be good enough to get engrossed.
    If that means I'm defending consoles then so be it but its not really what I was saying...
  • Katsumoto #20 4 years ago

    OH GOD. I just posted a massive rant about how the

    "Those who are hardcore PC gamers and have plumped for the new Geforce ZXTYGBXT 9000000000000000 Quad SLI card might."

    comments are OH GOD SO WRONG, but hey, I say it every single time a PC game is mentioned, so just go and read any pc gaming thread. In summary - NO YOU DO NOT NEED A QUAD CORE NO YOU DONT NEED SLI YOU JUST NEED A HALF DECENT PC AND IT WILL MATCH THE 360 AND IN THE CASE OF THIS GAME EXCEED IT OKAY?

    Brilliant. Anyway, this looks excellent. I can barely contain my anticipation.
    Edited by 2 at 11/07/08 @ 11:18
  • Killerbee #21 4 years ago

    It's a tired old argument, but you really don't need to keep to the bleeding edge of PC graphics cards to enjoy PC games.

    Since 1996 I've owned four PCs-

    First was a Windows 95 Pentium 166 MMX box that saw me through Doom, Quake, Duke Nukem 3D and Quake II quite comfortably.

    Then in early 2000 I moved onto a Windows 98SE Pentium III 700Mhz with integrated graphics to which I soon added a Geforce 3. That took me all the way up to Doom 3 and Half-Life 2 quite happily.

    From about 2003 to 2005 I gradually upgraded to a Pentium 4 2.53Ghz, PC running Windows XP and put a Geforce 6600GT in there which got me through Far Cry, FEAR, Oblivion and HL2 Episode One.

    Then finally a couple of months ago I bought a new Q6600 quad-core, Geforce 8800GT SLI, Vista PC which is serving me very nicely for Crysis, Bioshock, Gears of War, STALKER and the rest.

    Yes, I've probably spent more on PC hardware than I would have done simply buying every new console at launch, but the point I'm trying to make is that you really don't need to upgrade your grpahics card each time a new one comes out to play current games. Upgrading every 3 generations or so actually keeps better pace with changes in gaming tech and stuff like DirectX.

    The milestones for me (Geforce 3 - programmable vertex and pixel shaders; Geforce 6 - DirectX 9.0c; Geforce 8800GT - DirectX 10) were actually driven more by games taking advantage of new features than just "MORE POWER!".

    Edited by 1 at 11/07/08 @ 11:37
  • shamblemonkee #22 4 years ago

    Run on the left stick sounds fine to me. it's what fish4 uses.
  • dsmx #23 4 years ago

    Great idea not releasing demo, now more people will pirate it so they can actually see if it's worth buying.
  • UncleLou #24 4 years ago

    Formulaic, plodding and pretty dull, but somehow had everyone wowed with it's shiny graphics and bouncy physics

    Nonsense. Open levels and the AI were what made FC great.
  • UncleLou #25 4 years ago

    Great idea not releasing demo, now more people will pirate it so they can actually see if it's worth buying.

    I recently had an argument with people who claimed they pirate games because demos aren't representative anyway, so I doubt a demo helps much in preventing piracy.
  • dsmx #26 4 years ago

    Ifthe demo is not representative of the final product then your demo is rubbish and pointless releasing.
  • degville #27 4 years ago

    UncleLou recently had an argument, that is surprising....
  • dan13l #28 4 years ago

    Anyone else think random gun jams could be really annoying?
  • UncleLou #29 4 years ago

    UncleLou recently had an argument, that is surprising....

    You have no idea how surprising that indeed is. But stupidity and igorance seem to be on the rise these days, and I can't resist every time.
  • dsmx #30 4 years ago

    Yes they would be hence why there not put in games.
  • smurphs #31 4 years ago

    I love the idea of being able to chill out and go on a little safari. The kids will love it. I think more games should have 'chill out' options.
  • mkreku #32 4 years ago

    Jagged Alliance 2 had weapons jams. And yes, they were bloody annoying.
  • convercide #33 4 years ago

  • Scimarad #34 4 years ago

    This is sounding pretty special but it's a bit disapointing that the consoles versions don't compare so favourably. I'm wondering what kind of perfomance I can expect out of my PC though, to be honest, I'm a bit inept with mouse and keyboard.
  • Rymar #35 4 years ago

    The gun jams are not completely random.
    When you use a gun it will degrade and that is shown with rust on the gun - the more rusty the more likely it is to jam.

    Ex. if you pick up a gun from a guy you killed, they are in a bad condition and likely to jam much more than if you purchase a brand new weapon with you diamonds at an arms dealer.

    Hope that satisfy you all :)
  • kevwinter #36 4 years ago

    "Jagged Alliance 2 had weapons jams. And yes, they were bloody annoying."
    Gears of war did as well when you messed up the active reload.
  • makeamazing #37 4 years ago

    I wont be getting this for the console, but for my PC... I just cant play these types of games on a console controller....

    I hope its better than stalker... really didnt find that a fun game.
  • Arwin #38 4 years ago

    "Driving cars upside down into fire is not advisable in this or any other game."

    Actually, there's several games ... (Stunt driver 2, Pain , etc.) ;)
  • AlphaOmega #39 4 years ago

    At this point you can buy an 8800gt for 130 bucks from Newegg. An 8800gt that absolutely humiliates any console. This generation of consoles is pretty much done and PC supremacy is reestablished. There is no excuse not to run FC2 at 1080p+ resolutions and max settings on your 600 dollar (300 pound or whatever that currency is) PC.
  • smoison #40 4 years ago

    LOL JSPOOLE

    Stop the drugs.
  • AlphaOmega #41 4 years ago

    By supremacy I mean quality, not quantity. Console games have ALWAYS sold more than PC. If you look at the 2008 PC lineup, it's incredibly healthy and packed with awesome titles.

    Console games are geared to toward the casual gamer, and obviously that's the biggest target market.

    As far as Crysis goes the 100k figure was from the NPD for US retail sales. The 1 mil figure was several months later, and probably a worldwide number.
  • Katsumoto #42 4 years ago

    People are still quoting the first week of Crysis sales are they? I love it. I think if people need to resort to moronic statements such as those to try and say pc gaming is dead then we'll be okay for a long time.
  • UncleLou #43 4 years ago

    http://ww w.gamepro.com/news.cfm?article_... In dec 07, Crysis didn't even make it to 90,000 units

    Those were US only sales, genius.

    And now just be quiet. Your pseudo-reasonable facade is already crumbling.
  • FrankCannon #44 3 years ago

    PC Gaming = sitting bolt upright with a noisy machine
    PS3 Gamin = slobbing out on the setee

    I know which I prefer, graphics aren't everything