Joystiq hands-on: Far Cry 2

"It's 50 square kilometers, an open world," he says. We'd heard the same thing previously, as far back as PAX. The game had always been ambitious; now, it was running quite smoothly right in front of us, on an Xbox 360. So, how close are they to reaching that goal of being an entirely open world shooter? From what I could tell in this very limited demo, pretty close.
Gallery: Far Cry 2 (Ubidays '08)
Throughout the play sessions, Hocking provided a sort of real time director's commentary, pointing out items of interest or explaining an event. He recommends lighting a building on fire to force the soldiers out into the open telling us, "That's the way we play and I think the systems in the game are going to encourage people to play that way as well."
The notion that the entire game is simulation based begins to creep out after watching three other writers play through the entire demo. I'd leave and come back an hour later to see if another batch of writers followed the same paths I'd already seen or did something different. While each playthrough, including my own, included objectives like destroying a radio tower and making it to the hang-glider (yeah, there's a hang-glider and a whole lotta open plains), how you accomplish those objectives is a relatively open-ended affair.
Fire is a big part of the game and one of your main tools; you can use it to burn down a field of grass, a row of trees, or even entire buildings. Once the flora is burnt down, it will begin to grow back and even display different stages of growth.

If you "die" in the game, one of your AI friends will come to the rescue and drag you off to safety. It's an entirely immersive effect, with your character blinking in and out of consciousness. You have no control until you get mended, and then you slowly stumble back to life. When asked if friendly AI can ride shotgun in your Jeep, Hocking admitted they didn't design it, and they're "certainly not going to add it" but he wouldn't be surprised if it didn't happen occasionally. Again, it's simulation based.
All 50 square kilometers aren't open to you immediately. After the first 30 minutes to an hour, you'll unlock the side missions which immediately grant you access to approximately 25 square kilometers of the game's map. You'll need to play through about 1/3 to 1/2 of the game's missions to unlock the entire thing, which includes three towns (two "main ones") and seemingly dozens of set pieces from remote outposts to radio towers to mining operations.
The multiplayer operation wasn't on display, but Ubisoft has completely rebuilt the original console game's level editor from the ground up. User created maps will be up to 1/2 square kilometer in size and will be able to be shared over Xbox Live, with online rankings and level ratings. The multiplayer offerings will focus on team-based modes (all of which will be usable on user maps) but will shy away from traditional deathmatch-style modes.
The short demo they had on display had an impressive amount of playtime in it, depending on how you played through it. Hocking said the game could be completed in about 25 hours, a long shooter experience to be sure before downplaying even that number. "You could do it in 25 hours, for sure" but if you want to see and do everything "you're looking at a 100-hour play experience."
Though Hocking first told us his mandate "was to make Ubisoft a top-tier PC game" and that "it's obviously Ubisoft's business if they want to do a console version" he was manning the 360 station the entire day. Even now, several months before the game's fall release across all three platforms, it has an impressive level of technical polish. Comparisons to the recently released Grand Theft Auto IV are abundant, from the size to the simulation-based nature of the game. And, with 100 hours of gameplay ostensibly under the hood of Far Cry 2, I feel much like I still feel about GTA IV: that I've barely scratched the surface.
The notion that the entire game is simulation based begins to creep out after watching three other writers play through the entire demo. I'd leave and come back an hour later to see if another batch of writers followed the same paths I'd already seen or did something different. While each playthrough, including my own, included objectives like destroying a radio tower and making it to the hang-glider (yeah, there's a hang-glider and a whole lotta open plains), how you accomplish those objectives is a relatively open-ended affair.
Fire is a big part of the game and one of your main tools; you can use it to burn down a field of grass, a row of trees, or even entire buildings. Once the flora is burnt down, it will begin to grow back and even display different stages of growth.

If you "die" in the game, one of your AI friends will come to the rescue and drag you off to safety. It's an entirely immersive effect, with your character blinking in and out of consciousness. You have no control until you get mended, and then you slowly stumble back to life. When asked if friendly AI can ride shotgun in your Jeep, Hocking admitted they didn't design it, and they're "certainly not going to add it" but he wouldn't be surprised if it didn't happen occasionally. Again, it's simulation based.
All 50 square kilometers aren't open to you immediately. After the first 30 minutes to an hour, you'll unlock the side missions which immediately grant you access to approximately 25 square kilometers of the game's map. You'll need to play through about 1/3 to 1/2 of the game's missions to unlock the entire thing, which includes three towns (two "main ones") and seemingly dozens of set pieces from remote outposts to radio towers to mining operations.
Gallery: Far Cry 2
The multiplayer operation wasn't on display, but Ubisoft has completely rebuilt the original console game's level editor from the ground up. User created maps will be up to 1/2 square kilometer in size and will be able to be shared over Xbox Live, with online rankings and level ratings. The multiplayer offerings will focus on team-based modes (all of which will be usable on user maps) but will shy away from traditional deathmatch-style modes.
The short demo they had on display had an impressive amount of playtime in it, depending on how you played through it. Hocking said the game could be completed in about 25 hours, a long shooter experience to be sure before downplaying even that number. "You could do it in 25 hours, for sure" but if you want to see and do everything "you're looking at a 100-hour play experience."
Though Hocking first told us his mandate "was to make Ubisoft a top-tier PC game" and that "it's obviously Ubisoft's business if they want to do a console version" he was manning the 360 station the entire day. Even now, several months before the game's fall release across all three platforms, it has an impressive level of technical polish. Comparisons to the recently released Grand Theft Auto IV are abundant, from the size to the simulation-based nature of the game. And, with 100 hours of gameplay ostensibly under the hood of Far Cry 2, I feel much like I still feel about GTA IV: that I've barely scratched the surface.





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Reader Comments (Page 1 of 1)
xFenixKnightx @ May 28th 2008 2:18PM
Teh Hawtness!!
Cyro @ May 28th 2008 2:51PM
100 Hours of gameplay ?! WTF? Oh well, there goes the achievement points.
PojoMofo @ May 28th 2008 2:19PM
I am wondering if this game is going to get lost in the shuffle of all the big games this holiday.
Far Cry is, and always has been a PC game. The console versions have been mediocre.
Haggard @ May 28th 2008 4:02PM
This isn't really Far Cry though.. Crysis was Far Cry 2, and this is S.T.A.L.K.E.R. done by people who know how to make games.
Mike Sylvester @ May 28th 2008 4:09PM
Would it have been better to label this as an entirely new IP, seeing as it seemingly has no integral thematic ties to the Far Cry universe?
gam3paad @ May 28th 2008 2:27PM
If they manage to fit all that on a standard dual layer dvd then i don't see any problem with any other game being able to squeeze onto a 360 disc.
DangerMouse @ May 28th 2008 2:39PM
I don't think graphics are what fills up a disc, but more to do with audio and full motion video. There shouldn't be any problems putting this game on one DVD, but i would find it funny if you had to swap out the disc every time you stepped over an invisible line to the other side of the map.
Cyro @ May 28th 2008 2:53PM
"If they manage to fit all that on a standard dual layer dvd then i don't see any problem with any other game being able to squeeze onto a 360 disc."
The SDF will.
arrrgh @ May 28th 2008 3:11PM
There was NEVER a problem. It's all media fucking hype and devs getting lazy as a pair of hairy balls sitting on a couch watching reruns of frasier until they decompose.
If they can fit kkreiger
http://www.theprodukkt.com/kkrieger
with gfx like this
http://z.about.com/d/nintendo/1/5/2/A/kkri3.jpg
into 96k. YES FUCKING NINETY SIX KILOBYTES. They can code anything. There is no excuse. Spore is moving in the right direction with its vastly procedural engine...but that's just the tip of the iceberg in dynamic coding. Fuck blu ray. Fuck this "oh we need mroe space" bullshit.
Mike Sylvester @ May 28th 2008 4:05PM
Not every texture and effect can be produced procedurally. Kkreiger makes you wait several minutes before play as it builds all the textures and assets, because it's too processure intensive to do while playing the game. Something the scope of Oblivion or GTA couldn't ENTIRELY be built of procedurally generated assets.
arrrgh @ May 28th 2008 4:55PM
procedural coding in games is still pretty fresh, with the budget GTA had, I bet they could pull off something pretty spectacular. There are always ways and techniques that are unheard of lying just around the corner. My point is IF they can fit a game like kkreiger into 96kb....what could they do with 1gb.... what about with 8?
It's all about the potential...just waiting for someone with balls and ambition to harvest it
Paul (PSN: heypaul) @ May 28th 2008 8:15PM
Alright then, my friend. After you.
You realize how much easier said than done something like that is?
NATO_Duke @ May 28th 2008 2:27PM
Its nice to see that FC2 is sounding as exciting as FC on the PC first did to me.
NATO_Duke @ May 28th 2008 2:27PM
*first FC
Tim The Enchanter @ Jul 21st 2008 11:45AM
Yeah, same here.
DangerMouse @ May 28th 2008 2:36PM
Hopefully it won't be ridiculously hard like the first one.
franz @ May 28th 2008 3:17PM
13 minutes of gameplay from ubidays:
http://gameinvasion.comcast.net/gameinvasion/show/#4006810__far_cry_2/4008562_080521_gi_ubidaysfc2
xFenixKnightx @ May 28th 2008 3:39PM
Wow that looks insane, thanks. Awesome visuals! Good to see it running so well on 360.
Maverick Saturn @ May 28th 2008 3:20PM
Im crying atm, with happiness :)
Deck @ May 28th 2008 4:10PM
This is awesome news!
I like the length of the gameplay too! w00tz!
Ninjakamster (XBL: RNK2K) I miss you PS3! : ( @ May 28th 2008 5:42PM
The main issue is this game has NOTHING to do with the previous game. No Jack Carver, no Trigens, no Project Far Cry from which the trigens were created, nothing!
Well, it looks to share a large world with multiple ways of getting around but thats it.
I really loved Jack Carver and the mercanaries with their corny hilarious dialouge.
arrrgh @ May 28th 2008 6:01PM
ME TOO!!!
far cry's best merits were in its personality!!!
then they went and killed that. Game still looks INSANE...but man...i loved the far cry setting/plot/characters
finnith @ May 28th 2008 10:23PM
Did you get to see any other planes (plains, you get it?) other than the hang-glider.
finnith @ May 28th 2008 10:24PM
Replace period with the "?" mark.
Apologies.
#28 @ May 29th 2008 1:04AM
I've been waiting so long for a great single player game, being left underwhelmed by Stalker.
Parsnipzilla @ May 29th 2008 5:37AM
Makes you wonder if Ludwig will cameo...
XD