CVG Far Cry 2 PS3 preview: Now, if you found any reason to not enjoy bombing about the tropical islands of the original Far Cry, chances are it was something to do with the mutated gorillas that appeared halfway through and started clawing your face off relentlessly. That's okay though, because on these pages you'll find not a single ape, nor the faintest whiff of ridiculous mutant super-powers.
In fact, Far Cry 2 is a good few thousand miles from the sun-drenched beaches of the original, as Ubisoft are focusing on gritty realism across a 50km2 patch of Africa. A sprawling chunk of the continent encompasses the wide, grassy savannah, the dense, sweltering jungle and a vast sandy expanse of desert, all wrapped up in a dynamic weather system which delivers blistering heat and torrential storms in equal measures.
Ubisoft Montreal creative director Clint Hocking tells Next-Gen how the developer is giving Far Cry 2 the shot in the arm it needs to become more than simply another shooter.
"What we tried really hard to do from the very beginning was say, 'Okay, if this is a game where we're going to shoot people most of the time, what does that even mean?'" says Hocking. “Ninety to a hundred percent of people who you shoot in a game, except for maybe the last villain, don't matter. When the player interacts with people who might ultimately become their enemy, they need to care about them so that their choice to shoot or not is a meaningful one, instead of just another guy hiding behind a crate: Wash, rinse, repeat for forty hours or something."
CVG have posted the full interview with Far Cry 2 art director Alex Amancio, here is part of it: Can you give us a bit of background on how you came onto Far Cry 2?
Amancio: The team that's working on this Far Cry has been at it for over three years. A year after the original Far Cry we started working on this game. We came from different projects. Some of the core members came from Splinter Cell and other games, but we're basically a brand new team for this franchise. We started working on Far Cry 2 before Instincts had even decided if it was going to have mutant powers. We started fresh and our key was to have a realistic game, we didn't want any mutant powers in the game.
We obviously changed the setting to Africa; we wanted to keep the very iconic setting of Far Cry but we got rid of the desert island scene.
Frankly the desert island scene was becoming very crowded with Lost and stuff like that, so we tried to go with a setting that was really fresh and new and Africa came to mind. Plus its so iconic; that image of the Savannah is very, very underexploited in videogames.
Basically our mission was to create a sequel for the original, so everything that came out before wasn't our mandate and really had nothing to do with us. The first one was really the first shooter that felt like an open world environment, so we decided to push the bar further an actually have an open world, 50 square kilometres.
CVG previews the Xbox360 version of Far Cry 2: We started off our demo by climbing a small hill towards a wooden hut, where Frank, one of Far Cry 2's many "buddy" AI partners, hangs out. The buddy characters in their simplest function are there to hand out missions, but there are definitely hints of a far deeper companion system in what we've seen.
For one, as soon as you've selected a partner and taken their mission, they'll come and rescue you when you're shot down, dragging you to safety in a very visceral and BioShock-esque cut-scene. The punishment is that you'll lose all of your weapons, and if your buddy dies he'll disappear from the world for good. Read The full preview at: CVG Far Cry 2 xbox360 preview