Far Cry Instincts Predator Review
Evolutionary.
Version tested: Xbox 360
Turning Far Cry into a tightly scripted, linear console game made a lot of sense. The Xbox was never going to be able to cope with the free-roaming environments that made the PC original such a hugely admired game, but most people agreed that Ubisoft's Montreal studio excelled themselves in providing what was easily one of the best shooters to have ever graced the platform.
As Tom noted in his review back in October, there's a lot to admire about the game, alongside some less important irritations that you quickly learn to live with. The ability to approach any given combat scenario from a manner of your choosing gives the game a fresh appeal that distinguishes it from the generic FPS herd. One minute you're stalking your prey, crouching under rickety huts, rolling onto your back and plugging silenced pistol shots in their temples via a gap in the broken floorboards, the next you're wading through the long grass and knifing them in the back or ripping them a new one with your Feral melee attack. Sometimes you might prefer to take out a whole bunch by setting up tree traps and laying down mines and attracting your hapless foe into a nest of explosive ragdoll death. Other times you might resort to more traditional FPS means: up-close machine-gun battles or distant sharp-shooting - the game doesn't favour any particular approach, but the nice thing is that there are always more options available to you than most games give you.
Don't push me

The increased resolution benefits the overall sharpness of the scene, but close up things get decidedly plasticy.
Typically for Ubisoft, the storyline, characterisations and acting is all a bit of a let down and your enemies are as generically mutated as any you've seen before. Fortunately, what happens to Jack Carver on your journey through the game helps keep things fresh and interesting. As we touched on, Carver starts developing 'Feral' abilities (thanks to an injection administered when he gets captured) which give him the edge in his one-man quest to be a modern-day Rambo-meets-Predator. After a couple of levels of fairly underwhelming jungle slog against a hugely aggressive band of trigger-happy mercenaries these Feral abilities start to flesh out your otherwise underpowered arsenal (where entire clips have to be unloaded into the bizarrely thick-skinned enemies to take them down). Kicking off with a flesh-ripping, corpse-flinging Feral Punch you start to gain the upper hand, with the ability to score an instant death melee attack - at the risk of being shot to pieces in the approach.
Beyond that, you gradually gain the ability to run like the wind, leap enormous distances, track your prey with a Predator-esque scent-detection system (where a trail leads you to their location), as well as a sight-enhancing night vision-style ability to make it much easier to see where the numerous goons are lurking. Once you're fully equipped the game becomes an enormous amount of fun in just about every scenario it throws at you, and never shirks from challenging you while rarely straying into the realms of impossibility. Sometimes you might simply enjoy the carnage - other times you'll be grateful of an opportunity to commandeer a land or water vehicle and flee the scene. The latter sequences, in particular, are often handled with almost Hollywood-esque intensity, resembling the manic chase sequences of big budget movies, right down to the scripted flinging of boulders in your path and the smoke trail of an RPG as it narrowly scorches past you. You'll be impressed with the seamless scale of it all, and how well the levels are constructed - not to mention how bloody vast some of them appear to be.
Other times you might pine for the freedom of the 2004 PC original and object to being funnelled down yet another contrived jungle corridors with banks too steep to climb. On a platform as old as the Xbox you don't mind, but on the 360 was it really the best idea to step back to the limitations of Instincts? Why couldn't we have had the PC version and Instincts in one tidy package? It's not as if the 360 would have even broken a sweat, and it would have been an excellent contrast of two great games taking very different approaches. As it stands, Instincts steadfastly stamps down on any route experimentation you might have wanted to engage in, and when you consider what might have been, that's a shame.
Evolution not revolution

You'd think word would spread about your punching abilities.
But fortunately Ubisoft has at least beefed up the content in other areas and not simply gone down the route of simply releasing the same game in high def. The major addition of note is the all-new Evolution single-player campaign, a six-level long, six-hour episode which focuses on an entirely different set of island-based baddies that need taking down. The story, again, isn't an especially interesting or important part of the proceedings, but this time you're trying to help out a young lady called Kade, while also assisting Doyle along the way. Naturally you have to endure a fair dose of double-crossing before you get to squish the nefarious final boss, but the formula is much the same as Instincts.
The major difference in this 'bonus' episode (or 'extension' as Ubisoft likes to call it) is that you start the game with all the feral powers by default, meaning a lot of the early portion of Evolution involves plenty of merc-swatting as you plough your way through the massed enemies, and giving you a new flower to pick up to restore your feral adrenaline stocks. The opening level, too, even tries to give the impression of increased freedom by allowing you to tackle the three parts of the mission in whichever order you decide. In truth, all the game does is place each task on a different island, but it's progress of sorts. Beyond that, Evolution settles back into a more familiar linear routine, but does - on occasion - give the player the chance to carve a less linear path, with wider paths making it feel much more like the original Far Cry in general. It's certainly not as freeform as Ubi suggested it would be, but it's a step in the right direction at least.
Inevitably your powers expand too, with the new ability to climb up specific surfaces (like trees and rock faces) coming into play during the second half (especially the first - initially tedious - part of the gigantic final level). Not only that, but you also have to dodge enemies with roughly the same feral (jumping) abilities as you, allowing for some to leap tree to tree and attack from the air. These feral warriors also come equipped with blow darts which temporarily rob you of all your feral powers, but luckily you can do the same to them, leading to a quite comical game of cat and mouse with a blow pipe - or you could just carry on firing lead into their face, which is what we tended to resort to in the end. Oh, and let's not forget the pipe bombs, which you can lay down four at a time and lure enemies into their path or set up destructive chain reactions (notably on the opening level where you can destroy all four towers in the plantation field all at once). Sadly, though, they seem a pretty rare commodity, so your opportunities to use them are limited to say the least.
Artificial

You definitely can't fault the water effects in the game.
It's questionable, though, whether the enemy AI really has been improved in any way. We played Instincts and Evolution back to back (at normal 'Hunter' difficulty), and it was practically indistinguishable. In fact, during some sections (like the fifth level in the forest canopy) the enemies do all sort of odd things, like jumping dementedly to their doom (and not just now and then, either). If you didn't know better you'd simply swear that all the enemies are programmed to do is charge at you en masse or gather in silly little clusters if they can't reach you.
You know, we really want to buy into the claims that they adapt to the environment and all take up covering positions, but we can honestly say it didn't happen very often. In fact, some sections blatantly respawn enemies until you have the presence of mind to flee the scene. For example, one section in a shantytown has you trapped in a small hut building with the only escape route through the busted roof. If that doesn't occur to you, you can spend an infinite amount of time stationed inside while enemies jump through windows that you, yourself, cannot escape from. Daft. Admittedly this is a fairly peculiar instance that doesn't represent an otherwise solid combat experience, but it's by no means an isolated incident either.
As nice as it is to enjoy some generally high quality extra content alongside an already much-admired game, it doesn't make up for the fact that the visual quality is so far below what we've come to expect on the 360. To all intents and purposes, this is basically the Xbox version running in a higher resolution, complete with low-polygon character models and tired, flat-textured objects and buildings. If anything, the limitations of the visuals are shown up even more because of the sharper resolution, and what looked perfectly acceptable (and impressive) on a standard TV back in October can often look bland, flat and ugly on a big HDTV. It's not all bad, though, thanks to some decent water effects and a good foliage system which helps disguise many of the game's more unforgivable sins. The use of extra lighting and particle effects also helps improve matters, but you'll never quite be able to forget how bad the character models look - they really stand out like a sore thumb, and it's all compounded further by perfunctory physics and ragdoll techniques that look terribly dated nowadays.

The indoor levels are pretty dull in comparison, but it helps make a change
Multiplayer wise, there's a brand new (old) mode called Seek and Secure, which plays like a standard domination match where one team has to occupy a specific area of the map for a few minutes to win the match. Like the other modes included it's nothing exactly revolutionary, but with 24 well-designed maps in total, and support for 16 players you can't complain. The rest, as you probably know, is of the standard deathmatch/capture the flag variety, and amounts to a nice extra bonus but not something that's going to drag too many 360 Live subscribers away from GRAW or Halo 2. Indeed, checking the servers several weeks after release suggests it's a bit on the quiet side. We're not hugely surprised by that. That said, with a decent amount of customisation options and the ability to upload your own multiplayer maps (designed with the incredibly slick and intuitive map editor) there's bags of potential.
Buyer beware
The question of whether Far Cry Instincts Predator is worth buying is one that depends on whether you bought the Xbox original, how much of a fan of shooters you are and how cheap you can track this down for (because, as it stands, you can pick up last year's original version for just £9.99). Doubly annoying is the fact that you actually have to play through the entire Instincts campaign before you can even unlock the Evolution levels, so any existing fans might be better off buying the standalone Far Cry Instincts Evolution on Xbox and swallow the minor technical step down.
Although it might seem overpriced right now, there's little doubt is that the whole Far Cry Instincts Predator package is well worth renting and playing through if you're a shooter fan. It offers a refreshingly open-ended combat experience that feels distinctly different from most of the games crowding out the genre and is consistently varied and enjoyable enough to keep you going for 20 hours. Technically it's a bit of a let-down, but even that can't detract from the quality of the gameplay, which is what counts.
7 / 10
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Comments (53) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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/holds head in hands
I'm so sorry
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/fears answers
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Better than Halo? And Halo 2? Sheesh...
EDIT: Just to clarify my argument. Although I don't think FarCry was on of the best shooters of the XBox, what really spiffed me, was the "best of a platform" tired battered old cat cliche.
Every other game released nowadays has the best graphics/water effects/lens flare/snowflakes that ever graced the XYZ platform...
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colour me bemused.
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I bought the last edition of myst!
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Does no-one else see this but me? I am seeing a serious lag between pusing the right stick and seeing the crosshair move on screen. I swear it is about a fifth of a second. In fact, its going back to the shop tonight for that very reason.
Really disappointing, because I loved the first one (bloody awful controls and v. simple AI not withstanding) and enjoyed a quick multiplayer blast of the 360 version.
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I tried tinkering with the sensitivity options, but to no avail.
Perservered and ploughed through both campaigns anyway, but do find it odd that no reviews have mentioned this - particularly as the aiming on the XBox original is much better.
Weird...
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The Xbox game was a cut-down port of the wonderful PC original and the 360 could easily have ran the better version as the review quite rightly pointed out. Other than the lovely water effects and the improved draw-distance/reduced popup, the game is identical to the Xbox version.
FCIP is yet another lazy port to join the depressing list of other similar games that seem to make up most of the 360's games catalogue recently. I guess we 360 owners will have to grin and bear it until the PS3 is released and more developers actually start making proper next-gen games that aren't limited by last-gen hardware.
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Its also much more interesting than the PC Far Cry, which failed to amuse me for more than a couple of hours....
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Code Veronica? Are you fucking kidding me? That game's water was some of the worst shitty programmer art that I've ever had the misfortune to see. I nearly get convulsions just thinking about it.
You're probably thinking about the REmake. Now that had some water effects. Or RE4.
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I'm your man! Because I evolve, but I don't....revolve
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Hey, I resent that.
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I will remember it, because it's the first game in nearly 10 years that I've bought and hadn't finished. Not that it's a terrible game, it was just underwhelming and bland. I just lost interest (which rarely never happens to me).
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I don't see what the fuss was about with this game. A firm 6/10 IMO.
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Hey, I resent that."
LOL, nice one. How long have you been waiting for the chance to say that?
The control issues I am talking about are specifically lag. The control sensitivity is also bobbins, but I expected that really as FC on XBox had the same issue. I could get by with the poor sensitivity because the aim assist was pretty generous, but the lag was just too much. It went back to the shop yesterday and got swapped for GRAW.
Someone made an interesting point earlier in this thread about frame rate. Now I'm not a coder, so my understanding is hazy, but if I remember correctly you decide how often you will check for any given event (once every frame being the most frequent option), so if you frame rate takes a hit this can affect the response of certain things.
BUT, the "frame rate" in question is not the same as the onscreen update rate (which we is what we generally mean when we talk about frame rate). It certainly sounds like this isn't an issue everyone is seeing, so I wonder if my HDTV IS part of the problem (but surely the 360 doesn't wait for the TV to do stuff, plus not all game functions suffer, firing a pistol happens straight away for example).
Could they feasibly be checking for the player firing the pistol every frame, but checking for view change input less frequently? That would be madness in an FPS so I assume/hope that isn't what is happening.
I've always found the whole frame rate thing a bit confusing in the world of consoles anyway, because they don't do variable frame rates the way PC games do IIRC.
Anyone with some game coding under their belt care to take my general waffle and mangle it into something sensical?
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Phew
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Either I just adapted to the demands of this control system and stopped noticing, or it's console/controller dependant.
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Ooops......
That was 3 weeks ago and have not played it yet.
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Oh I don't doubt that not everyone is seeing the issue. And I'm quite sure that someone with the experience of yourself (in not just playing, but examining games) would have seen the issue if you had been witness to it.
Just so you know I'm not suggesting it was overlooked or anything. Glad a couple of other posters have seen it though, so the lag isn't just happening in my brain (I don't know what my fps is, but its probably single figures).
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The whole time I've signed up.
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The evolutions storyline could have made this thing worth purchasing, had they not got bored about half way through and made the ending short, linear and rubbish.
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Umm, yes they do.
I don't know what to say other than that. If I press the view stick to the right (for example) as fast as I can, there is a noticeable delay before anything happens. This delay isn't purely a dead zone issue, because the delay extends well beyond the stick reaching the maximum extent of its movement. If it was purely a dead zone problem, it would only affect subtle aiming adjustments. That isn't the case here.
There IS also quite a large dead zone I agree, but that isn't the extent of the problem.
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Sure, there will be a few crap maps out there, but that is the case with any publicly available toolset. Is there any sort of rating system available for FC:I maps, so players can rate maps and map creators?
Off topic a little, but on the subject of multiplayer, I played a bit of GRAW multiplayer over the weekend. Awesome is the word. Much better than the single player engine (though not quite as pretty).
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How dare they only use 5% of your 360's power for their stinking game, they probably sold the other 95% to terrorists and they would have done the same with those unused CPU cores if you hadn't spotted them in time.