[HEADING=1]Woodsey Weflects[/HEADING]
[sub]Preface: Unlike Woodsey Weviews, I'm going to be pretty liberal with spoilers when necessary in Woodsey Weflects, so it's preferable to have played the games beforehand. These are less straight-up reviews, and more about one or two particular aspects of games that interest me especially. Criticism of my writing and my opinion are both equally welcome and encouraged.[/sub]
[a
href=http://www.escapistmagazine.com/forums/read/326.357035-Woodsey-Weviews-Journey]
Journey[/a]
[a
href=http://www.escapistmagazine.com/forums/read/326.363149-Woodsey-Weviews-I-Am-Alive]I Am Alive[/a]
[a
href=http://www.escapistmagazine.com/forums/read/326.366716-Woodsey-Weviews-The-Darkness-II#14284863]The Darkness II[/a]
href=http://www.escapistmagazine.com/forums/read/326.357035-Woodsey-Weviews-Journey]
Journey[/a]
[a
href=http://www.escapistmagazine.com/forums/read/326.363149-Woodsey-Weviews-I-Am-Alive]I Am Alive[/a]
[a
href=http://www.escapistmagazine.com/forums/read/326.366716-Woodsey-Weviews-The-Darkness-II#14284863]The Darkness II[/a]
[a
href=http://www.escapistmagazine.com/forums/read/326.373230-Woodsey-Weflects-Hitman-Blood-Money]Hitman: Blood Money[/a]
href=http://www.escapistmagazine.com/forums/read/326.373230-Woodsey-Weflects-Hitman-Blood-Money]Hitman: Blood Money[/a]
[sub]Far Cry 2 was played on a PC. [/sub]
Welcome to the suck.
I've remarked on a number of occassions that, when playing Far Cry 2, I'm never entirely sure if it's a bad game, or a borderline-genius one. Lately, I think I've come to believe it's both.
Far Cry 2's supposed flaws manifest in such a way that it's only the width of a gnat's cock away from being a great game. The most popular criticism levelled against it has always been the annoyance of the respawning guard posts. This design issue alone would not seem unsolvable (the Far Cry 3 team claims they've fixed it), and it'd certainly alleviate the sense of repetiton and ineffectuality which quickly come to bite at your heels over the game's surprisingly long campaign. Likewise, a lack of mission variation sends you into a lopsided spiral of shooting and driving, only with the driving feeling far more prevalent.
[Img_Inline width="340" height="192" Caption="Despite being 36, Frank's Dad still wouldn't let him drive the truck. He was very good at doing the noises, however. " align="left"]http://cloud.steampowered.com/ugc/560941156366154698/BE9E5705ECDBDE6C17BA979CD886D8635347906D/[/Img_Inline]
Alone, these are fixable design flaws; faults that would need to be rectified in any other game. And yet, these supposed issues exist amid a myriad of irritating idiosyncrasies which range from the banal to the infuriating. One less obvious example is that everyone in Far Cry 2 mumbles constantly, and talks at 300 words-per-minute. You're constantly left straining to hear them and their orders, and after 40 or so hours, you feel no closer to the people you've worked for than you did at the game's beginning; there's a distinct sense of underlying dissonance between you and everyone else.
And then there's the factions your handlers work for. The UFLL and APR? Indistinguishable. In all the times I've revisited Far Cry 2, I've never caught on to what either of them fights for. They're faceless, practically nameless, and act without rhyme or reason; you work for both and you'll be attacked by both, indiscriminately. They exist in a form of limbo, characterised by the game's nameless, war-torn African nation; an amalgamation of so many countries at the arse-end of nowhere that all of their specific characteristics are lost.
The willingness with which your employers' factions attacks you, and the immediacy with which guard posts refill and reload, serves to highlight one very clear truth: alive, you are useless. You're a part of the system. You're sent in to kill an arms-dealer fueling a war, and all you end up doing is working for both warring factions, killing hundreds of men, and using The Jackal's weapons to do so. Whilst the lose-lose ending seemed to shock a number of players when Far Cry 2 was released, replaying it, it becomes clear that it was the only way it could end. From the moment the game begins, you exist in this world, your former employers barely given a mention, your character's former life boiled down to an A5-sized fact-sheet. The country and your objective do not change for as long as you try to survive. The only way you can break the system is to die.[Img_Inline width="340" height="192" Caption="Don't drink and piss, kids. It ain't pretty when you fall down." align="right"]http://cloud.steampowered.com/ugc/560940860713545460/98EF2B4A947DEBADF53D3616CE391875670030FC/[/Img_Inline]
Until the very end, however, Far Cry 2 won't let you go so easily, with the 'buddy system' often dragging you magically back into the land of the living. And when it is time for the end, your buddies, like everyone else, try to kill you; the only way you can guarantee you break from the cycle is to murder those who have become a part of it, and that includes the guy who's been saving your arse for the past 20 hours, just as much as it includes you. This is a message that exists in every facet of Far Cry 2: that, from the person who just saved you to the weapon you just picked up, nothing can be trusted to last too long. Everything feeds back into the cycle of destruction.
Far Cry 2 is at its best when it's at its worst: cyclical, repetitive, monotonous. Extended play-throughs are likely to drive you insane, because extended play-throughs are designed to drive you insane. It is the perfect simulation of a fruitless, warring existence, and is subsequently a miserable, yet oddly endearing, farce to play through. Coverage of Far Cry 3's development has seen the developers talk a lot about charting a man's descent into insanity. I can't help but feel that Far Cry 2 is insanity.
[sub]Necessary pun: You might say that with all its grittiness it's a far cry from the original game. [/sub]
[sub]Eugh.[/sub]