...based on (but not quoted from) this article from RPS
Some choice quotes follow, but you should read the whole thing.
Far Cry 2 is one of my favorite FPS of all-time, which obviously colors my reading of this article. Still, my fears about Far Cry 3 and the consequences of the departure of Clint Hocking seem to have been partly confirmed. Based on the information in the article, they have taken out most of what made FC2 great and expanded and streamlined the game and its systems to the point of blandness, something the AssCreed series has indeed been guilty of in the past (as the author implies). They appear to have crammed as much stuff in there as they possibly could without stopping to consider that restraint was one of the things that made FC2 such a refreshing breeze in a muddy sea of sameness. Guns slowly getting rusty (especially if you submerged them in water) and eventually jamming, the constant sense of danger, the stripped-down UI, the buddy system, even the unique setting. But above all, the immersion that came from the combination of all these elements. "Gamey" is the last word I would use to describe FC2, and now that word is being used to describe its sequel.
They do seem to have fixed the stuff that needed to be fixed, like the lack of interesting characters apart from the main villian, the instantly respawning guards and (I assume) the hawk-eyed enemies, but in the process of throwing in everything but the kitchen sink in terms of RPG elements and density of content, we are approaching something that is closer to a theme park ride than a survival simulator. And that is entirely the opposite direction I was hoping for the series to take.
Some choice quotes follow, but you should read the whole thing.
This is a game after all. And believe me, if Far Cry 3 was a food, it would taste like pheasant. Gamey.
There are plants almost everywhere with which to make medicine or ability-enhancing drugs. There are recipes that help you breathe underwater for longer, or follow an animal’s scent trail, or simply heal your wounds. Animals themselves can be hunted down and skinned, allowing you to craft wallets for holding more money, ammo pouches, grenade pockets, weapon holsters (you can only carry one gun at the start and have to craft more of these holsters to hold the maximum of four) and bigger rucksacks for carrying around more loot.
Passing missions and gleefully shooting people (or sneaking up behind them for a bit of the ol’ stabby-stabby) will earn you XP with which you can unlock abilities. Far be it from Far Cry 3 to eschew the trend of putting RPG elements into a shooter. There’s every other species of tree on this exotic island, so why not the humble ‘skill tree’? Admittedly, this does have a neat visual trick to it. Every time you buy a new skill, a small tattoo will appear on Jason Brody’s arm. As you acquire more and more skills the tattoos – said by the Rakyat to bring great power and blah blah blah – start to entwine. The idea is that you’re left with a sexy sleeve that allows you to use men as human shields, cook grenades, heal yourself without medkits and so on. As well as endearing you to tattoo-fetishists the world over.
It’s now that I spot the Komodo dragon. Well, first I hear it hiss, then I spot it. After I riddle it with more bullets than I could have expected a giant reptile to endure, I bend down to skin the beast. And I guess that’s when I do my best thinking – in the idle moments of a game, waiting for an animation to finish – because it struck me how bored I was of skinning animals. Of all these AssCreed-like interactive chores. If I had stopped to take the time to do this in Far Cry 2, I would have been somehow punctured in the chest with a rebar from an enemy hiding in a shrub one hundred feet away. Remember that? Remember how you could never really feel comfortable in the indeterminate African countryside? Not even for ten seconds. Because here comes a jeep, a posse of war-hungry militiamen. Remember how isolated and anxious you felt when you saw the last plane leave the country at the very beginning of the game? How oppressive it was to be surrounded on all sides, not by a pristine azure ocean, but by an unconquerable desert?
Well, I didn’t feel like that when I played Far Cry 3 for the first time. I didn’t feel under threat. I felt safe. And that’s probably the word I would use to sum up my first impressions of the game itself. ‘Safe’. Ubisoft have made a gorgeous, characterful and finely-tuned game. But in doing so they appear to have stripped out what was fresh and vital about its predecessor. I’m just going to out and say it: the buddy system is gone. The most memorable moment of Far Cry 2 for me was running out of morphine and being forced to put my good pal out of his misery with a bullet in the head. (It didn’t matter that he didn’t have a personality as such. So long as he rescued me from death, time and time again, he was my friend). All that is gone, replaced by your bog-standard ‘load-you-back-at-the-start-of-this-challenge’ death. More’s the pity, because it looks like the writers are fully capable of creating some really vibrant characters this time around. And that’s not the only thing they took out. Scavenged guns no longer jam, injuries don’t seem to happen as often… Don’t get me wrong, the second game was far from perfect (and I’m glad to see that when you clear a roadblock in this instalment, the road stays cleared) but it’s like some higher-up execushite walked into the dev studio and ordered them to rip out all the interesting design ideas in time for the sequel because the alternative – to try and build on these mechanics – was too risky. “Play it safe,” says the execushite to the creative. “Play it safe.”
Far Cry 2 is one of my favorite FPS of all-time, which obviously colors my reading of this article. Still, my fears about Far Cry 3 and the consequences of the departure of Clint Hocking seem to have been partly confirmed. Based on the information in the article, they have taken out most of what made FC2 great and expanded and streamlined the game and its systems to the point of blandness, something the AssCreed series has indeed been guilty of in the past (as the author implies). They appear to have crammed as much stuff in there as they possibly could without stopping to consider that restraint was one of the things that made FC2 such a refreshing breeze in a muddy sea of sameness. Guns slowly getting rusty (especially if you submerged them in water) and eventually jamming, the constant sense of danger, the stripped-down UI, the buddy system, even the unique setting. But above all, the immersion that came from the combination of all these elements. "Gamey" is the last word I would use to describe FC2, and now that word is being used to describe its sequel.
They do seem to have fixed the stuff that needed to be fixed, like the lack of interesting characters apart from the main villian, the instantly respawning guards and (I assume) the hawk-eyed enemies, but in the process of throwing in everything but the kitchen sink in terms of RPG elements and density of content, we are approaching something that is closer to a theme park ride than a survival simulator. And that is entirely the opposite direction I was hoping for the series to take.