Far CryOpen-ended FPS set in an island jungle | Posted by jonchappell on Aug 23rd 05 03:18 PM
Far Cry was developed by Crytek and published by Ubisoft in 2004. The game was acclaimed for its realistic graphics and long draw distance which made its large jungle environments more authentic.
You play Jack Carver, an ex-member of the Ocean Patrol. Carver has now set up a business ferrying passengers and cargo around the island in his boat. However, when his boat is blown out of the water whilst transporting a journalist to an uncharted island, Carver discovers some disturbing proceedings and has to fight for his life on the island.
The game has realistic physics and real-world weapons, and requires strategy as you cannot take more than a few bullets before dying. This feature also means that the game is more suitable for hardcore FPS fans than casual gamers.
Far Cry is open-ended like Deus Ex and objectives have many ways that you could achieve them. This gives the game replay value which many FPS titles on the market do not have. This open-endedness, however, comes at a cost. Whilst you think that you may have a found a route that bypasses a lot of enemies, you may be walking into an ambush. It's things like this that demand a trial-and-error approach, with lots of savegame reloading taking place.
The game utilises a brand new engine known as the CryEngine. The engine allowed for high draw distances like in Operation Flashpoint or GTA: San Andreas. Like San Andreas, all territory is available to the player without loading delays, including seamless transitions between indoor and outdoor environments. It was also one of the first games to make extensive use of pixel shading, which contributed to the visual quality of the game. Crytek also used a technology known as Polybump normal mapping to create detailed characters.
Far Cry also featured highly intelligent AI characters. Enemies could navigate the vast levels, using vehicles when necessary. The game's high draw distance allowed you to view them patrolling and talking to one another (and you could even hear them if you used the binoculars). They could also call for reinforcements and use flanking manoeuvres.
It came with three multiplayer modes. Free-for-All and Team Deathmatch are self-explanatory and Assault required one team to defend a number of flags and the other to attack them.