![]() ![]() Just this year The Legend of Zelda: Breath of the Wild proved that you could re-inject a sense of wonder into a decade-old series by leaving people to find their own way through its world. Dark Souls, meanwhile, presents you with a large mysterious world, and leaves you to your own devices to find your own way through. In the years since Far Cry 2, numerous other games have more explicitly sold themselves on the promise of discovery and open-endedness. They hadn’t featured in any trailers or posters, and yet here was an entire method of transportation that I’d succeeded in discovering by doing some exploring of my own. Nothing about the game up until that point had ever explained to me that there were hang-gliders hidden around the world to be found to be found. I still remember fondly straying off the beaten track to discover a hang-glider nestled in amongst some bushes. ![]() Was the decision not to explain itself properly to its audience a bad decision? Probably, but it meant that when you did happen upon an unannounced feature or tactic, it felt like an achievement, rather than the result of blindly following a breadcrumb trail that someone had meticulously laid out for you. You'd run into enemy encampments, gun down everyone in your path, and emerge victorious without realising the numerous other paths that had completely passed you by. It was perfectly possible to play Far Cry 2 like a generic first-person shooter. The game's world was a sandbox in the best possible way, filled with toys to throw around and secrets to discover.įar Cry 2 was amazing because of how open-ended literally every single mission was, but the game never went out of its way to explain this to you as you played. Nothing was pre-determined, and everything was possible. Or perhaps you could go slightly more gung-ho and crash a vehicle loaded with explosives into a group of baddies, before sprinting from cover to cover with an assault rifle. You could hang back with a sniper rifle, picking off enemies before sneaking into an encampment and taking down the remainder of the pack. The problem was that Far Cry 2 was simultaneously ahead of its time, whilst also being completely unable to communicate just how ahead of its time it was.įar Cry 2 was a game that you could truly approach in whatever way you wanted. It became the subject of numerous blogs across the internet, and podcasts endlessly discussed the creative and surprising ways that the game’s missions played out. The cult-favoriteīut over the following months and years Far Cry 2 slowly grew into a cult classic. Initial reviews weren’t terrible, but Far Cry 2 did not initially appear to have reached the heights that it had aspired to. You couldn’t get close to The Jackal without playing through literally every story mission, and those companions ended up feeling like little more than a cheap respawn animation. But when the game was released none of these features appeared to be present. ![]()
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