I was one of the guys that gave
into the game's hype and figured it was going to be the best thing since
marshmellow peeps. I just figured the game was going to revolutionize
FPS-gameplay. That was, of course, until I played the demos released by
CryTek/Ubisoft. The Farcry demo(s) were so bad that they made me vow that I'd
never play the game again. Ever. The demo was just so bug-ridden, sluggish (the
graphics were FAR from optimized), the difficulty had obviously not been
play-balanced at that point, and the game just wasn't fun.
So, you may be
asking: what made me play the game? Well, to be honest, I had faith in the
Crytek team and gave them the benefit of the doubt that the final version of the
game would be better than the horrible excuse for a demo that they released.
And, I'll be the first to say that I'm glad I was wrong. I'm also going to be
trying a new format for my reviews with this review, so bear with me (and
please, give me feedback!)!
Gameplay: This game attempts to be
revolutionary in that the levels aren't really "levels" per se. The "levels"
take place on a set of islands, and you need to take vehicles/boats to go
various places on the island in order to accomplish your objectives. This makes
the gameplay very open-ended, and the fact that the locale doesn't change from
map to map makes the gameplay more immersive than it would be otherwise. Also,
the game's training takes place progressively throughout the first level, so
your play isn't really disrupted if you already know what you're doing. Also,
let me say real quickly that the game's story is surprisingly decent, which was
totally unexpected (I won't ruin it for you, but let me just say that you come
across some enemies that you would never have expected to come across from all
the ads/screenshots you've seen).
The game's enemies are smart. Really,
really smart. They're very sensitive to any noises that you make as you traverse
the islands and its surrounding environments. And the game is designed in such a
way that you could potentially escape a lot of the enemy encounters without any
bloodshed (at least early on). The enemy AI works well with each other, and it's
not unexpected to see a group of two guys trying to draw you out, only to be
"ambushed' by their third partner-in-crime. And if the enemy has yet to realize
your presence in the area, they go about their own schedules. In the screenshot
below, one of the enemies can be seen at a shooting range practicing his aim
(unfortunately for him, he was killed moments later), and another can be seen
doing push-ups. There are screenshots of both of these below:
There
are some problems with the AI though, especially for a game that claims to have
the most "complex enemy AI ever experienced." First of all, the enemy's AI seems
to only work in "zones." As an example, in one level, I took out a group of
enemies with a silenced MP5 that were about 75 meters away from me, and killed
them. This is alright, except that you'd expect the pair of guards 3-4 meters
away from me to either: A) notice their comrades died, or
hear the muffled
blast of a silenced automatic being fired right next to them. Also, you would
think that if I unload a 30 round clip from my AR-15 into a metal door that's
the only thing blocking me from a room of 5 or 6 mercenaries, that they'd
attempt to open it and figure out what was going on; nope! They just act
completely surprised when I burst through the door anyway. One last gripe is
that enemies don't seem to notice dead bodies if they come across them, which is
odd, being that the enemies in games like Splinter Cell do notice that kind of
thing, and Crytek claims that Far Cry has the most "complex enemy AI ever
experienced." These complaints may be minor, but for a game that touts very
complex AI, I'd expect better (though the previous examples may be "cured" in
the harder difficulty modes... If so, I'll eat my shoe and post an apology to
the Crytek guys; but it is my experience that higher levels of difficulty just
mean that enemies aim better and do more damage).
There are two words for
the physics in Farcry: Fucking. Amazing. If you can see it in the map, chances
are you can move it; whether it be shooting a can of food off a shelf, a camera
on a desk, or a bomb off a stack of bombs (screenshot below). Another aspect of
the game's physics that I felt was cool was that there are certain aspects of
the game's environment that are "attached" to a secure object via a rope or
chain links. One examples of this are when a bridge is secured to the
environment by 4 chain-link segments (screenshot below). Well, if you have
enemies crossing that bridge, just shoot the chain-links, and BAM! The bridge
falls, along with the enemies that were traversing it. The fun with physics I've
mentioned so far hasn't even touched the subject of "ragdoll physics," which
seems to be the new "IT" term for the year. Ragdoll physics are, as the name
implies, physics that treat a dead body like a ragdoll, in that it swings all
over the place. It's good fun, and I've spent a good amount of time shooting a
dead body, just to get the appendages positioned in a way suitable to my
disturbed brain.
Graphics:
If you've seen the screenshots that I've posted so far, then if I say that the
game's graphics are absolutely beautiful, it should come as no surprise. So, let
me say it: the game's graphics are absolutely beautiful. The forest's are lush,
the water looks amazing, the models are very well-made and detailed, the
lighting and shadows are amazing, and the game has some of the best bump-mapping
(the process of giving a 2D-textured surface "depth") I have ever seen in any
game to date. Believe me, I don't need to elaborate on how beautiful the
graphics in this game are, though I will anyway (simply because one of the
comments asked me to use my 3D programming knowledge to explain some of the
cooler effects in the game). The game takes extreme advantage of the
ever-so-touted pixel shaders that you hear everyone clamoring about. The game's
water refracts the light from the skyboxes and the rest of the environment
around it and the bump mapping is believable (though used to an extent that some
surfaces, including some characters, look a bit "oily"). The game's viewing
distance is also some what of a technical miracle. The ads I've seen in gaming
magazines for Far Cry claim an "800 meter viewing distance" which means exactly
jack-shit, since we don't really know the game's distance scale used, but as far
as us gamers are concerned, it means that we can see a very, very, very far
distance. I can snipe an enemy a good LONG distance away from my tower... And by
long distance away, I mean the poor bastard I sniped was on a completely
different island. Very impressive indeed.
The game isn't without its
graphical flaws though. As I mentioned earlier, bump mapping is used to such an
extent that some characters/surfaces have an "oily" feel to them (check out the
screenshot of the main character, in the red Hawaiian shirt, and the screenshot
of the pile of bombs and you'll see what I mean). Some of the particle effects
aren't too spectacular either, namely the fire effects and the waterfalls in the
game; the waterfalls, actually, look quite corny. This is just me being picky
though.
If you don't believe everything I'm saying about Far Cry's
graphics (the good things I'm saying about them, not the minor nitpicks), just
take a look at some of the following screenshots:
The
game also uses some very cool graphics effects that actually impact the
gameplay: such as the "after-effect" from a flashbang (screenshot below); which,
at-first, is just a bright white screen. However, then it moves on to having the
environment have an "over-exposure" look to it. Very cool. Far Cry also gives
the user the option to have different rendering schemes in-game, such as a very
"bright" color palette, or a gritty, washed-out color palette (a la Saving
Private Ryan/Band of Brothers). They even have a pseudo cel-shaded rendering
option, though it's mostly a gimmick, and looks pretty bad in-game.
You
may be wondering how a game this beautiful performs though. Well, the demo was
VERY sluggish, though it appears that the Crytek team did their homework, and
ironed-out the bugs/optimization problems, because the game is silky-smooth now
(at, what appears to be about 30fps). However, it's not like my system is
"low-end." I ran the game on an AMD Athlon XP 2200+ (~1800mhz), 1gb DDR333,
128mb Radeon 9800 Pro, 7200rpm HDD. So my graphics card is top-of-the-line,
though my CPU needs some work.
Another thing that Crytek changed since
the release of the Farcry demo is that the amount of blood and gore in the game
has increased (screenshots below to see if you should let your kids play it or
not). One particularly interesting (I'm afraid to say "cool," even though it is
cool) effect in the game is that if an enemy is killed, and falls in the water,
the blood flows out into the water. Kind of nifty looking.
Controls:
Jack Carver (your character in the game) has some odd movement quircks that can
make the game play experience a bit odd. For instance, the mouse-sensitivity
controls how sensitive the mouse is to your movement, just like every other FPS
to ever use a mouse for looking around; however the quirck comes in the fact
that you can also have the game "smooth" the mouse movement, or "accelerate" the
mouse movement. Both of these help to eliminate the odd feeling you get while
you control your view in the game, however, no matter what you do, the controls
just don't feel "right." This is a minor quibble, however, and probably is a
complaint unique to me. Another minor complaint as far as controls go is that
the leaning in the game is very odd. It feels like your character does a full 45
degree rotation in the world, instead of just poking his head out left/right,
like you'd expect leaning to work.
The game's many vehicles are a real
blast to use, there's nothing like the feeling that you get from running over
enemy characters, or killing a couple enemies in a boat that you need, then
taking the boat over (screenshot of this below). However, the vechicles'
controls take some serious getting-used-to. You can control them from two
perspectives: first-person (like the rest of the game) or third-person. Both are
optimal for certain situations. I tend to like third-person for movement and
first-person when I need to aim a vehicle's guns. However, the vehicles have
*REALLY* sensitive controls, and tend to wipe out a bit too easily (though,
thankfully, they don't tip over easily like in BF1942), though they really are a
godsend when you need to traverse across an island quickly, or take a boat from
one island to another.
Audio:
I'm not going to rave endlessly about the game's audio, though it is definately
impressive. I'll just give you a quick run-through on my thoughts on the game's
audio: the voice-acting is mediocre, the music is amazing, the sound effects
(guns and such) are amazing, and the comments/one-liners that you hear the
enemies say as you progress are amazing as well.
The one dent in the aural
experience provided by Far Cry, and it's a big dent, is the voice-acting. It's
absolutely terrible! The lines are said without any emotion at all, and the
actor (and I use this word very loosely) that voices the main character, Jack
Carver, attempts to sound like a badass but just ends up sounding like an ass.
Oddly enough, the best voice acting is done by the enemies in their one-line
comments, occasional conversations and screams of pain.
Final
Word: Farcry is an amazing FPS with graphics that are sure to make your
jaw-drop. The controls are a bit quirky, but other than that, the game is pretty
flawless. If you were disappointed by the demos released earlier by
Crytek/Ubisoft, like I was, then don't let that get you down. This game is
absolutely amazing. Check out
my
Far Cry gallery for more in-game
screenshots!