Far Cry 2 (PC)
A lengthy, gorgeous, huge and intense action game.
10/24/2008 12:00 AM | 1 Comments | Page 1 of 2
What's Hot: Awesome gameplay, complimented by memorable missions; Enormous world in which to play (and with no load screens); Upgrades and collectibles; Gorgeous graphics and authentic physics; Multiplayer rocks.
What's Not: World might be a little too big; Quality of voice acting varies; Steep system requirements.
Marc Saltzman
Status: I think there's something weird about my status ...
As a videogame critic (yes, I know, no violins please) it's impossible to review everything that lands on your desk -- and for one reason or another, the shrink wrap was never ripped off any of the Far Cry titles I've received over the years. It was impossible to ignore the buzz about the games' graphics, physics and huge outdoor levels, but despite being a first-person shooter fan, I never had the opportunity to boot one up -- until now. And man, is
Far Cry 2 one freakin' great game.

Now that's gonna hurt. Wind can help (or hinder) your flame-throwing efforts.
Rather than running around some tropical island, this sequel to the original PC hit (also available for
Xbox 360 and
PlayStation 3) drops you in the middle of a war-torn African nation, where you're sent as a mercenary to take out "The Jackal," an elusive U.S.-born arms trafficker responsible for supplying weapons to both sides of the same war. In order to get to this seemingly untouchable figure, however, you'll have to complete missions for both the United Front for Liberation and Labor (UFLL) and the Alliance for Popular Resistance (APR) in this unnamed country. To make matters worse, you keep passing out from malaria (which can also affect your speed and stamina), meaning you need to befriend other political groups to get your meds.

A shootout in the northern district, early on in the game.
As you'll begin to see while riding in a jeep to your hotel in the lengthy opening sequence,
Far Cry 2's world is massive. Ubisoft Montreal says the game covers about 50 square kilometers, divided between the northern district (where you start) and the southern district, which becomes accessible about one-third of the way through the single-player campaign. We're talking expansive grasslands, desert patches, dirty swamps, jungle areas, mountainous regions and winding dirt roads -- navigable on foot or by hopping into vehicles left at the side of the road (highly recommended, to save time). Later on, you'll access boats and hang-gliders. Thankfully, you have overhead maps handy (by pressing the 5 key), and most cars you drive will have a GPS unit that shows your location (in green) and your destination (in red). The game features a 24-hour clock (you can choose to perform missions during the day or night) and dynamic weather system (changing from sunny and clear to foggy and rainy). Much of the world is deformable, too, allowing you to take a machete to tall grass or use a flamethrower inside a small building to ignite the entire structure, and maybe surrounding areas as well.
Even more impressive, perhaps, is the fact that the world streams continuously as you move about; all loading is done in the background, unbeknownst to you, unless you bite the bullet and have to load a saved game (from your last Safe House spot) or use the optional bus that fast-tracks you through long patches of land. Other game developers should take a cue from this feature to preserve the all-important suspension of disbelief.

Ubisoft Montreal made detail a priority in
Far Cry 2. Check out this intricate base made out of wood.
Missions vary greatly, and the beginning feels reminiscent of Grand Theft Auto-style sandbox play -- you perform objectives solo and are unsure about the various factions (and haven't formed any loyalties). Your goals include freeing a hostage from a makeshift prison, taking out some targets, repairing a damaged vehicle, stealthily taking a picture of a scene, and finding a certain place or item. Most of the main missions are given by cell phone or in person at faction headquarters and Safe Houses, while many side missions can be accepted at expat bars, churches and clinics. A couple of hours into the game, you'll learn about the dozen artificial intelligence-controlled Buddies randomly scattered throughout that you can work with. Each one has their own history and motives, and you'll gain Reputation points by working with them (the higher your Reputation, the more your enemies will fear you).