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2008 video game

2008 video game

Far Cry two
A sunset scene showing an armed man in the background, used bullets on the ground in the foreground, flames along the right edge, and the game's logo separating foreground and background.
Developer(s) Ubisoft Montreal[a]
Publisher(s) Ubisoft[b]
Managing director(s) Clint Hocking
Producer(s)
  • Bertrand Hélias
  • Louis-Pierre Pharand
Designer(s) Pierre Rivest
Developer(s)
  • Dominic Guay
  • Patrice Zink
Artist(s) Alexandre Amancio
Writer(s)
  • Armand Constantine
  • Clint Hocking
  • Kevin Shortt
  • Patrick Redding
  • Susan O'Connor
Composer(s) Marc Canham
Series Far Cry
Engine Dunia Engine
Platform(south)
  • Microsoft Windows
  • PlayStation iii
  • Xbox 360
  • Mobile phone
Release
  • NA: October 21, 2008
  • AU: October 23, 2008
  • Eu: October 24, 2008
Genre(s) Showtime-person shooter
Mode(s) Unmarried-role player, multiplayer

Far Weep 2 is a 2008 first-person shooter developed by Ubisoft Montreal and published by Ubisoft for Microsoft Windows, PlayStation 3 and Xbox 360. A pinnacle-down shooter version for mobile phones was developed and published by Gameloft. It is the second mainline entry in the Far Weep series. Set in a fictional East African country engulfed in civil war, the storyline follows a mercenary who is assigned to kill the Jackal, a weapons dealer inflaming the disharmonize. The player navigates the open up world, completing missions for factions and allies called Buddies while managing their health and equipment. A competitive multiplayer way allows players to fight in teams or as individuals.

Production took three and a half years, with concept work get-go during the production of Far Cry Instincts (2005). Director Clint Hocking conceived the setting and pattern, which he wanted to be more than realistic than the original Far Weep (2004). The narrative and tone, inspired by Joseph Conrad's novella Heart of Darkness and Dashiell Hammett'south novel Cherry-red Harvest, focused on the lengths to which people would go to survive through terrible circumstances. The game was built using Dunia, a game engine created by Ubisoft based on the original game's CryEngine. In pursuit of realism, the developers added real-fourth dimension and reactive elements for enemies and the environment. The music, composed by Marc Canham, includes vocals past Senegalese singer Baaba Maal.

Far Cry 2 received positive reviews from critics, with praise for its setting, open-concluded gameplay, Buddies, earth design and visuals; however its writing, bogus intelligence and technical issues received negative attending. Information technology received multiple game honour nominations. By January 2009, the game had sold nearly three 1000000 copies worldwide. Far Weep 2 has continued to receive attention for its appetite and survival mechanics. The team used feedback from the game to develop Far Weep 3 (2012).

Gameplay [edit]

A scene viewed from first person; a man representing the player holds a rifle while looking down from a high vantage point on a castle structure with vehicles parked in its courtyard. An ammunition counter and reload command is visible in the bottom right corner.

Gameplay from a mission in Far Cry two; the mercenary aims at enemies in a base of operations.

Far Cry 2 is a outset-person shooter in which players take control of a mercenary in an unnamed fictional Eastward African nation in the middle of a civil war. The playable character is selected from a puddle of nine available mercenaries; the remaining 8 and another not-playable mercenary characters are distributed through the world in one case the game starts.[three] [four] The environment covers a variety of terrain, ranging from desert to savannah to jungle.[5] The mercenary has access to a selection of thirty firearms including pistols, assault rifles, rocket launchers, sniper rifles, and mortars. He can as well use a machete for melee kills. Many missions in Far Cry 2 involve storming or infiltrating encampments, many of which comprise supplies. The mercenary can adopt a frontal assault, or approach and conduct out their mission using stealth, in addition to in that location being a number of different options inside these approaches for completing a mission.[3] [half-dozen] [7]

Later on the opening tutorial area, the mercenary is allowed to roam freely through the game's open world surround, completing main story missions and side missions for both the game's major factions and a third independent group, the Hole-and-corner, in neutral town areas.[6] [7] [8] The other mercenaries found in the open up world are dubbed Buddies, and can be either found in settlements or held captive past one of the factions. Depending on interactions, players accept a Best and Second All-time Buddy, who when a mission is accepted will recall to offer optional information and support in combat.[4] [seven] If Buddies are injured on missions and not healed in time, they die and will be permanently removed from the rest of the game.[ix] The actor can salvage their progress in condom houses captured from enemy forces; the PlayStation 3 (PS3) and Xbox 360 (360) versions only let saves in condom houses, while the Microsoft Windows version allows the player to salvage anywhere.[10] At safe houses, the mercenary can rest and accelerate the in-game time using his watch.[three]

The player's health is represented by a bar showing five sections, which exercise not regenerate if depleted completely. In one case health drops to one bar, a critical land is entered and the heal function triggers a cutscene where the mercenary manually treats their injuries. If the mercenary falls, their Second All-time Buddy will appear to save them and try to get them to safety, only if they are shot down again the game ends and must be restarted from an earlier save.[eleven] Wellness tin can simply be restored either through picking upwards water bottles or using syrettes, of which the mercenary carries a limited number.[6] [eleven] From the get-go of the game, the mercenary is suffering from malaria, which strikes at regular intervals and causes disorientation and blurring vision. The malarial fits must be treated with medicine, which can merely exist gained from the Surreptitious by completing missions for them. Over the course of the game, the mercenary'south deportment increase their Reputation, which unlocks more missions just likewise causes the Hugger-mugger to mistrust him, making the medicine harder to acquire.[half dozen] [8]

A scene viewed from first person; a man representing the player stands in a shaded area holding up a map and GPS device, one in each hand. Markers are displayed on the map, along with the player's current location.

The player may navigate the game globe using a map and handheld GPS, which can be used to find particular caches.

The mercenary can navigate the globe on pes, travel betwixt safe zones using bus routes, and utilize vehicles to travel including jeeps and quadbikes, boats for rivers, and a hang glider. Navigation is helped using a map and handheld GPS, in addition to other devices such as a locator for caches of the in-game currency blood diamonds.[three] [8] If a vehicle is damaged during combat, it must be repaired.[12] Exterior safety zones, the mercenary will be attacked when in range of whatever hostile grouping.[viii] A notable element of the open up globe is realistic physics and environmental effects, such as burn spreading through an area if lit and grit storms causing decreased visibility. Enemies are also designed to react and suit based on the mercenary's tactics and their current reputation.[4] [half dozen] Several species of animals can be encountered in the game, and are able to distract the enemy as well as make them aware of the role player's presence.[13] Equipment and weapons can only be purchased using blood diamonds, otherwise needing to be scavenged from the environs and defeated enemies. Scavenged guns volition dethrone over time, eventually jamming briefly and needing to exist freed up to work over again, or permanently and needing to exist discarded.[half-dozen] [11]

Alongside the single player campaign, Far Cry 2 included a separate competitive online multiplayer fashion, with teams of upwardly to four players taking sides in the conflict and competing over objectives. Multiplayer gameplay was class based, with six classes bachelor, and incorporated the same physics and surroundings elements as the main game. The available modes included ii types of Deathmatch, a version of Capture the flag where players fight over control of a large blood diamond, and "Uprising", where team captains must capture nodes. Matches were ranked, with the winning squad earning rewards based on their score.[14] [15] [sixteen] All versions include a map editor for creating multiplayer levels. Information technology allows players to craft terrain, ranging from rocky areas to water pathways, and place shrubbery and buildings in available areas.[11] [17] Levels were shared online through the net for Windows, and on consoles through PlayStation Network and Xbox Live.[7] The online functions ended in June 2021 when Ubisoft closed down servers for its older titles.[18]

Synopsis [edit]

In the wake of a rebellion against the old regime of an unnamed East African nation, civil war rages betwixt the insubordinate forces' two political factions, the United Front for Liberation and Labour (UFLL) and the Alliance for Pop Resistance (APR). While each claims to stand for the people, they are as brutal and exploitative with the civilian population. The situation is being worsened past the Jackal, an artillery dealer distributing efficient low-price weapons to both sides in violation of a Articulation Signatory Framework designed to stop the conflict escalating. The protagonist is 1 of a mercenary team sent into the country to kill the Jackal.

The mercenary arrives at a local town, only to succumb to malarial fever. The Jackal confronts him with his assumed failure, but does not kill him, leaving the mercenary to be incapacitated during an deadfall on the town. The mercenary is rescued by members of the i of the factions, and ends upward going on missions for both sides in the hope of catching up with the Jackal. He also meets Reuben Oluwagembi, a journalist covering the conflict, and afterward aiding him gains access to malarial medicine through the Hugger-mugger network, which works to save the civilian population from the activities of the UFLL and APR. During one mission to electrocute the leader of one side, the mercenary's employer betrays and nearly kills him, only for the Jackal to help him escape. Interactions with the Jackal, together with interview tapes that tin exist institute in-game, reveal his disillusionment with the disharmonize.

The Jackal somewhen confronts the mercenary, proposing they work together to relieve the civilians, and the mercenary is tasked with killing the UFLL and Apr leaders. Subsequently killing the leaders, the mercenary meets with the Jackal, who reveals the factions are still hunting the civilians to either impale them or trap them in the country. He intends to bribe the border guards to allow the civilians through while using explosives to prevent the soldiers' pursuit. The mercenary is given the choice of detonating the explosives at the price of his life, or bribing the guards and then committing suicide, with the Jackal taking the other chore. Post-credit dialogue reveals the country descends into anarchy despite attempted peace talks, Reuben's story is ignored past the press and he begins publishing it on his web log, the Hush-hush is praised for its activity saving civilians, and the Jackal'south body is never found.

Development [edit]

Middle aged man looking towards something to the right of the camera

Clint Hocking acted equally director, creating the bones scenario and world pattern.

The original Far Cry was developed past Crytek using their in-firm CryEngine and published by Ubisoft. Far Weep released in 2004, the same year Crytek signed a bargain with Electronic Arts to produce a new CryEngine championship, leaving them unable to piece of work on time to come Far Cry projects. Ubisoft struck a deal with CryTek and eventually purchased the Far Cry intellectual property, allowing their Ubisoft Montreal studio to create further console Far Cry games using CryEngine applied science.[xix] [20] The aim with Far Cry 2 was to "rejuvenate" the Far Cry universe using a new setting and mechanics.[21] The shift in management was partly to split it from Crytek'southward new projection, which was assumed be prepare in a like tropical environment, just likewise to carve up it from the original game'southward panel spin-off titles, which all had like environments.[22] [23] The change in setting and direction would besides assist invigorate the brand, which was suffering in the market due to exploitation of the original game'south premise and tone. In that location was besides the factor that several games and other media titles were using a jungle isle setting.[22] The squad went through a long pre-production period, with plans for a sequel emerging prior to the original game's release and concept work kickoff during the development of Far Cry Instincts (2005).[22] [24] Product lasted three and a one-half years.[21]

The game was directed by Clint Hocking, and co-produced by Bertrand Hélias and Louis-Pierre Pharand.[21] [25] Hocking joined the project afterward finishing his piece of work on Splinter Cell: Chaos Theory, choosing Far Cry 2 to take a break from the Splinter Cell serial.[22] The atomic number 82 designer was Pierre Rivest, who described the experience equally challenging due to having no other games as comparisons for the mechanics and scale of Far Cry ii.[26] Gathering staff for the project was difficult, as production of Far Cry two ran parallel to or backside two other large-calibration Ubisoft Montreal projects, Assassin'southward Creed and Splinter Cell: Confidence.[27] Co-ordinate to narrative designer Patrick Redding, he and Hocking agreed to "become all out" on their vision regardless of its success.[28] The final production team included over 150 staff members, the assembly of which was described by Pharand as a huge challenge.[21]

Upon its original unveiling, Far Cry 2 was announced every bit a Windows-exclusive development. After returning from a media event in Leipzig, another squad came to them and said they could become the engine working on PS3 and 360. Impressed by their tests, the game was scheduled for those consoles in turn.[24] Another impetus to establish the engine on consoles was and so other Ubisoft titles could make use of it in the future, and to button what was possible on consoles at the time. While at that place were technological limitations on the console versions due to preset hardware specifications, the Windows version was described as having no limitations.[29] Technical managing director Dominic Guay stated that the only real divergence betwixt the Windows and console versions was its graphics, with the two otherwise being identical. They as well took intendance not to make their game too enervating on Windows machines, contrasting against the notoriously high demands of Crytek'southward Crysis.[30] The PS3 version acquired worries for the team due to its notorious reputation as a difficult console for third-political party developers, merely a dedicated team of programmers worked to smooth over gameplay on the console.[31]

The team started out with the basic CryEngine engineering.[22] In guild to create their intended open up world surroundings, they repurposed the one-time engine and created their own, dubbing it Dunia.[31] [32] The squad "gutted" the sometime engine, rewriting and replacing an estimated 90 percent of the code.[22] Engine development ran parallel to game development, resulting in "constantly shifting budgets" and regular adjustment of the gameplay, with the goal being to be able to create a square kilometer of game terrain in one day.[27] They besides designed a defended animation system called LivePosture, which controlled the motility of vegetation and the surroundings.[33] Guay insisted at the kickoff of development that the game prompt the creation of new pattern tools rather than relying on existing tools.[27] The team made use of Procedural Data Generation to handle the in-game environment and reactions, cut down on both production time and the load on the engine.[32] Guay planned a slow escalation of engine development, easing in new staff in small numbers to let them get experience with the engine rather than causing problems bringing in a big number of unprepared staff at once.[27]

Scenario [edit]

Hocking and Redding came upward with the initial narrative concept, which tied into the game's planned setting.[28] While the original Far Cry had drawn from H. Thou. Wells's novel The Island of Medico Moreau and had a divisive science fiction-similar tone in issue, Far Weep 2 took inspiration from Joseph Conrad's 1899 novella Heart of Darkness, besides as the more than gimmicky film adaptation Apocalypse Now (1979). The intent was for a darker, more realistic narrative and tone.[34] Some surreal elements were retained to enhance the called art blueprint.[35] A mutual theme with Eye of Darkness was how far people would go, and how much they would become like monsters and leverage the unhinged side of their nature, in gild to survive and endure through terrible circumstances.[34] [36] Another influence forth the same lines was the novel Ruby Harvest by Dashiell Hammett, where the protagonist enters a lawless city and ultimately eliminates both sides of a deadly conflict.[36] The game's conflict drew inspiration from events around the city of Nairobi, which were seen as emblematic of conflicts in Africa.[37] The voice acting was washed by actors from or close to the ethnicity of the in-game characters, such every bit the faction leaders being voiced by South African actors.[38]

Contrasted with other games at the time, the narrative did not make use of traditional cutscenes or a strict guided path. Redding described the approach as "dynamic story architecture", aiming for a systemic narrative emerging from the player's actions. This approach required a dedicated narrative designer, with Hocking successfully persuading Ubisoft's management on the importance of the role. One of Redding's priorities was incorporating elements into the game world to reinforce the grapheme'south thematic journey into madness and violence, including the option for the player to fail at objectives without derailing the narrative or requiring a reset.[28] The narrative progress is based on the player's reputation, described as an "invisible counter" which adamant in-game events, though late in production it was felt a relationship history matrix betwixt players and NPCs would have worked meliorate. Due to the complication of the game, this alter could not exist implemented. The narrative was cited every bit an example of the all or nothing approach to design, citing the Buddy dynamics only working properly with all twelve existence live as an issue tackled by the team.[27]

The script was written past Susan O'Connor, who worked on other notable video games including BioShock, along with Armand Constantine and Ubisoft staff member Kevin Shortt.[28] [39] [40] Redding described O'Connor as the chief author for the project, saying she understood the difficulties of writing for video games compared to film and television. A common part of their interaction was each pushing back against the other on obtuse or backside-the-scenes motivations for characters that players would either never find or not understand.[28] To help in creating the Buddies, Ubisoft brought in Malcolm Clarke, a filmmaker known for his piece of work on documentaries surrounding African mercenaries in the 1970s and 80s.[38] A key part of the world and narrative design was giving the different faction leaders and lieutenants personality and narrative weight, assuasive their deaths to have an impact on the world.[24] Due to its central narrative of hunting downwardly a target and fighting trained soldiers, the team made sure players would non be able to open fire on civilian targets, which would accept undermined the narrative'due south themes.[34] The strong focus on narrative stood in contrast to the original game, which was criticized for having a weak storyline. Redding described the Far Cry series every bit a "Trojan Horse brand" with low player expectations that immune the team to be more experimental in their narrative approach.[28]

Original Far Cry protagonist Jack Carver was not featured, as during exam interviews players either did not call up or disliked him, so Hocking felt no need to bring him back.[5] The histrion graphic symbol was designed to exist a bare slate through which players could become immersed, similar to Gordon Freeman from the One-half-Life serial.[29] In line with this arroyo and out of a desire to promote immersion, the mercenary atomic number 82 was made a silent protagonist.[28] [29] There was some give-and-take around incorporating more surreal elements, such every bit questioning the mercenary's grip on reality and retentiveness of events, but these were never implemented.[30] [35] The Buddies were deliberately varied in age and ethnicity, reflecting real mercenaries.[38] The Jackal was written as a dissimilarity to the more simplistic adversary of Far Cry, being an amoral pragmatist who would somewhen understand the damage caused by his actions and take extreme measures to rectify information technology. He was later described as a MacGuffin grapheme who provided a central goal and theme for the narrative without existence very personable.[41] A further thematic element was the mercenary's morality potentially falling towards or beneath that of the Jackal's.[34] While never communicated in-game, Hocking later revealed the Jackal was intended to be a version of Carver, disturbed by the trauma he suffered and turned into a major smuggler who has seen many more terrible things.[41]

Game design [edit]

The aim of the game design, as with the narrative, was to maintain a realistic tone and way through the experience, contrasted against the original game's shift into more outlandish elements afterwards in the narrative.[35] Hocking wanted to incorporate the African environs, plant guns jamming during combat, and testify a realistic version of the state that was not clean and sterile. The development squad too wanted to show a life across standard combat, including scenes of normal living, farming, and livestock around settlements. The player mercenary's body is kept hidden except during cardinal scenes such every bit healing animations, a request from Hocking to promote player immersion in the world.[34] The minimal tutorial section was a deliberate pick, with lead designer Pierre Rivest saying the team wanted players to naturally larn the systems and combine them in their ain manner.[26] Endeavor went into making the controls piece of cake to employ even within the planned innovative game design.[29] Similar to the original, the team wanted an avant-garde and reactive artificial intelligence (AI) for enemies and other creatures within the environment. When designing the missions to piece of work in an open world environment, main missions were made simple and easy to understand, with merely optional sub routes unlocked through other characters having neglect states outside a game over.[xxx]

The outposts, which respawn their enemies after a set period, were originally intended to slowly rebuild and repopulate over fourth dimension, but the team changed the design every bit it was possible for players to empty the entire game world and become bored, in addition to technical issues implementing the system properly.[26] Malaria was introduced to nowadays the role player'southward with a persistent challenge, though they had no signal of reference for the mechanic and in hindsight Rivest felt they had made information technology too intrusive.[26] The system was originally more than astringent, with the player losing gameplay control of the mercenary, simply this was toned down in the final release.[7] The game's notable death mechanic was incorporated by Hocking, who had been frustrated over harsh death penalties in the Splinter Prison cell serial and wanted a less-penalizing system that allowed for recovery from mistakes while notwithstanding maintaining an chemical element of risks.[42] The Buddy organisation drew inspiration from the Girlfriends of Grand Theft Car: San Andreas and soldier management in XCOM, in addition to smaller influences from other companion systems in games including BioShock and Ico.[29] The enemy AI was designed early on every bit a basic organization that would respond to actions in the environment or from the player, just this later meant no further AI organisation could exist created to manage planned general behaviors outside combat.[27]

The game's scale meant local cooperative multiplayer was not incorporated.[29] The pressures of designing the single player and multiplayer modes alongside the engine blueprint caused problems, forcing the team to split multiplayer development into its own squad. This team had several immature members, who suffered further issues under peer pressure from others inside Ubisoft, requiring a design consultant to be brought in and complete the multiplayer designs, though at that place continued to be problems with a lack of clear design goals during the game's blastoff testing flow and the style was not solidified until the beta period.[27] The panel map editor used the ane designed for Far Cry Instincts as a template, with the team taking what they liked and rebuilding it in the new engine.[7]

Globe and art blueprint [edit]

During early on planning, diverse settings were proposed and rejected, including Antarctica and the planet Mars.[23] Art director Alexandre Amancio had several favorites during the concept design stage. He wanted the game to use a wilderness without signs of human domicile, meaning settings in mainland Asia and Due south America were dropped. Nippon was discarded due to a lack of environmental variety and overuse in popular media, and the American West was rejected due to its restrictive historical background limiting narrative opportunities. A setting in the Canadian West was dropped both due to difficulties creating a compelling survival setting outside stereotypes of the region and its planned utilize in Remedy Entertainment's Alan Wake. The Australian outback was like in environment to the final African setting, merely its uninhabited nature made interactions and conflict difficult to justify.[43] The diverseness of environments available for use helped make Africa the concluding choice, likewise every bit the ability to incorporate the presence of malaria and use of blood diamonds as currency into the design.[26]

It was decided not to set the game in a real country, so as not to limit the in-game ecology variety.[44] When thinking well-nigh a region to emulate in-game, the team opted for Kenya due to its variety of environments both within and around its borders with Uganda, Federal democratic republic of ethiopia, and Tanzania.[37] In July 2007, Ubisoft sent a team of the game's developers to Africa to carry out research for the game.[45] Their research took them to Republic of kenya and parts of Tanzania, chosen due to their diverseness of environments and political stability.[44] They spent 2 weeks traveling around the region and camping out on the savanna.[45] The squad chose to camp rather than stay in a hotel, desiring an authentic experience.[46] The field trip allowed them to notice the local compages and environment first-hand, in improver to their guides telling them about the local vegetation and atmospheric condition cycles. Amancio estimated that they obtained well-nigh 40 hours of footage and over eight gigabytes of photographic reference material.[37] Another element highlighted by Amancio was the corporeality of animate being debris they saw, which they took care to comprise into the game's visual identity.[44] Pharand said that following the trip, they realized they had gotten the blueprint of the game "then incorrect" and fabricated several changes to properly emulate the local environment.[45]

The only African wild fauna featured in the game earth were herbivores; co-ordinate to the developers, due to the in-game world pattern, predators without careful control would have eaten all the herbivores and starved to death.[13] The team also wanted to make hunting an unenjoyable experience that would force the players to focus on the master game content.[47] The size of the game world made testing for bugs difficult, with Hocking later proverb they should have made information technology smaller.[7] NPC conversations incorporated seen and recounted anecdotes from their field trip. A large portion of the in-game ambience was recorded alive during the field trip.[44] The character animations were considered a depression priority due to the game's genre, and so no animation managing director was appointed. In hindsight, Hocking saw this equally a poor pick due to its ambitious graphical presentation and lack of traditional UI.[27]

Music [edit]

The music of Far Cry ii was composed past Marc Canham, who was best known at the fourth dimension for his work on the Driver series.[48] He worked alongside the Nimrod Production Orchestra, a group he founded as part of his production company.[48] [49] When Canham was contacted about the project, he was asked to create a score that did something "new and exciting".[49] In keeping with this wish, he ignored the musical style of the original Far Cry.[48] Compared to other projects he had worked on, there were no equivalent games and soundtracks to reference for Far Cry 2, so the music team were left to brand their own judgements about the audio remainder.[49] Their early prototypes were rejected by Ubisoft for beingness bombastic and overly loud, so Canham shifted the score to focus on ambience.[50] Creating the music required balancing the game's two conflicting elements as an action-based shooter with an emotional sombre narrative. He created a less flatulent score than other shooters of the time, using a cord sextet supported by African percussion instruments; the latter included djembes, udus and kalimbas.[49] [50] Based on their research, the squad focused on the Ashiko along with Kundabigoya and Coucou rhythms as the cadre of the game's soundtrack.[50]

The music was recorded using a small ensemble of live players, again going against conventions of the fourth dimension which relied on big orchestras or electronic and synthetic soundtracks. The cuing and mixing done alive during recording using an MPC 2000. The cord music was recorded at Abbey Road Studios.[49] A notable contributor to the soundtrack is Senegalese vocaliser Baaba Maal, who recorded both total vocals and tribal dirge-like elements to contain into the soundtrack.[49] [50] He visited Abbey Road, received a iv-hour "crash class" on the game's music, and impressed Canham with his performance as their previous contact had been remote and desultory due to Maal's touring commitments.[49] The principal theme incorporated both Maal and the sextet.[48] Only three percussion tracks were recorded at any one time, giving them time and leeway to dissever and mix the different tracks.[49] Concluding mastering was done at Abby Roads.[50]

A digital soundtrack album was published past Ubisoft through iTunes on October 21, 2008.[51] Every bit office of the game'southward promotion, another anthology titled African Swim was released on October 20 every bit a costless download past Adult Swim. A co-production by Ubisoft and Adult Swim, the album focused exclusively on music by Southward African musicians including Gumshev and Maggz. The album also included behind-the-scenes footage of the game's production.[52]

Release [edit]

The existence of Far Cry 2 was beginning hinted in September 2006 through a leak of screenshots, artwork and video footage of several in-production titles.[53] It was officially announced for PC in July 2007, though it was hinted through online store listings before that.[54] The console versions were announced in January 2008.[55] The game's complexity fabricated creating a commercial game demo impractical, and then the team instead focused that effort into farther polishing the concluding product.[56] For piracy protection, the Windows version made utilize of SecuROM digital rights management, with limited version installs beyond upwardly to 3 devices with repeated installs possible provided earlier versions were removed.[57] The game was compatible with the amBX peripheral designed by Philips, allowing greater immersion into the game'southward world through light and vibrations.[58] Production was completed on Oct 14, 2008, when Ubisoft Montreal declared the game had gone gold.[59]

Far Cry 2 was released in North America on October 21, 2008.[threescore] Information technology subsequently released on Ocrtober 23 in Commonwealth of australia, and October 24 in Europe.[60] [61] Aslope the standard edition, limited editions were released in North America and Europe.[60] [62] The GameStop-sectional Pre-Lodge Edition came with a real-world map of the game's world and vi additional in-game missions.[62] The GAME-exclusive European version contained an artbook, a behind-the-scenes DVD, a guidebook, and the map.[60] Far Cry 2 was reissued on Feb 21, 2014, as part of a parcel for Windows and its consoles every bit part of Far Weep: The Wild Expedition, a compilation of all Far Weep titles up to that signal.[63] It was as well made backwards compatible with the Xbox One on January 17, 2018.[64]

The console versions were published in Nippon by Ubisoft'southward local branch. The 360 version was released on November 21, and the PS3 version on December 25.[65] [66] The Windows version, which included a translated manual, was published by E Frontier on December 12.[two] A version for mobile phones was developed and published by Gameloft, releasing in 2008 later on the PC and console versions. This version was reworked equally a top-downward third-person shooter, with the mercenary undergoing a serial of ten missions.[1] [67]

As role of its promotion for PS3, environments themed after Far Weep 2 were released through PlayStation Home.[25] Ubisoft somewhen updated the game then multiplayer matches could exist launched through Habitation.[68] In Nov, a downloadable content bundle dubbed "Fortune's Pack" was released. It included three new weapons, an Exploding Crossbow, Ceremonial Shotgun, and Silenced Shotgun; vehicles, including a utility truck and ATV; and v new multiplayer maps.[69] Ubisoft released 3 software patches between Nov 2008 and June 2009, fixing bugs and balancing in the single player and multiplayer campaigns, a college gameplay difficulty option, in addition to adjustments to the map editor and how the game used hardware. The later patch also allowed the PC version to launch without needing the game disc.[lxx] [71] [72]

A prequel novel, FarCry 2: Blutige Diamanten (Far Cry 2: Blood Diamonds), was written by Michael Bhatty and published as a German exclusive on May 21, 2008, by Panini Comics.[73] The storyline focuses on veterinary Paula as she struggles to survive in the middle of the civil war when she comes into possession of important information.[74] [75] Bhatty wrote the volume in parallel with a novelization of the original game, using the first book to introduce characters who were featured in Blutige Diamanten. These characters were Marty Alencar, one of the playable mercenaries, and ex-CIA Zam agent who was a novel-exclusive character. Other mercenary characters from the main game were also included. He was given admission to the game'south assets to write the novel, though since it was early in production there were some differences such as Reuben's name. The different names were rationalized as Reuben using a pseudonym to protect himself. The characters were all given names native to Primal and S Africa, with meanings related to their narrative role. Protagonist Paula was inspired past a namesake in the television series Daktari and the video game protagonist Lara Croft.[75]

Reception [edit]

The Windows version was the best-selling game in Northward America during its opening week. The 360 version was fourth, while the PS3 version was 5th.[93] According to a study by the NPD Grouping, Far Cry 2 was the fifteenth acknowledged Windows game during November 2008.[94] By November 12, the game had sold one million copies worldwide across all platforms.[95] Sales were upwardly to 2.ix million by the following January.[96] Far Cry two met with generally positive reviews from gaming journalists. On review aggregator website Metacritic, the Windows and panel version were given scores of 85 points out of 100; the score was based on 34 reviews for Windows, 49 for PS3, and 75 for 360.[76] [77] [78]

Thierry Nguyen of 1Up.com said information technology qualified as 1 of the best shooters of 2008 despite many small problems with its gameplay remainder,[79] and Edge Mag enjoyed the main gameplay and praised the twist ending'southward match with the overall theme.[fourscore] Christian Donlan of Eurogamer chosen it "a game that was born to struggle with itself", noting several elements that clashed with its artful and enjoyable gameplay structure.[12] Game Informer 's Matt Miller found the game's basic combat fairly weak, but otherwise praised its pattern and thespian liberty, citing the emotional connection developed with the Buddies every bit a highlight.[81] Shaun McInnis of GameSpot was positive about the amount of content and liberty offered to players when approaching different missions.[82]

GamePro gave the championship a perfect score in its review, calling it one of the best shooters on the market while noting its calibration might exist off-putting to genre veterans.[83] Dave Kosak of GameSpy gave virtually of his praise to the open up combat pattern, faulting the open earth traversal and lack of clear character motivations.[84] GameTrailers positively noted its ambitious design and realistic feel compared to its predecessor, noting it felt good to play on both consoles and PC.[11] Reviewing all 3 versions, IGN 'due south Charles Onyett lauded the gameplay and graphics, giving the PC version a higher score due to its amend graphical performance.[85] [86] [87] PlayStation Official Magazine – United kingdom 'southward Leon Hurley gave high praise to its design and aesthetic despite some small-scale criticisms of its technical performance and lack of in-game guidance.[89] Cameron Lewis of Official Xbox Magazine praised the variety of approaches the gameplay immune.[90] John Blyth for PC Zone was near universally positive about the game'due south mechanics and aesthetic, but faulted the voice interim and full general hostility of NPCs towards the player.[8] Tim Edwards, writing for PC Gamer, praised its world blueprint and open-ended gameplay despite being underwhelmed past the narrative delivery.[92]

Reaction to the story and tone was generally positive,[11] [12] [79] [81] though several reviewers cited problems with its delivery and handling of its themes.[80] [82] [87] [90] [92] The pace and tone of dialogue was also questioned by Miller, Onyett and Blyth.[viii] [81] [86] The basic combat and open gameplay approach met with a by and large positive response.[11] [80] [86] [89] [90] When mentioned, the vehicle travel and combat saw mixed reactions.[12] [89] [90] [92] The Buddies received positive comments for both their mechanical and narrative contributions.[8] [83] [89] The malaria mechanic saw a mixed to negative response from some critics,[12] [79] [86] though Blyth and GameTrailers praised it as an innovative mechanic.[8] [eleven] Many reviewers criticized the AI for erratic behavior.[12] [79] [81] [89] The multiplayer was by and large praised as an enjoyable if standard chemical element.[11] [12] [82] [90] The game'due south aesthetics were enjoyed where mentioned despite some technical issues,[eleven] [79] [80] [84] [86] [89] though Donlan was disappointed that some of the game-centered aesthetic design undermined the otherwise realistic atmosphere.[12] The PC version met with full general praise, though all reviews noted the high hardware requirements to run the game properly.[viii] [85] [92] The mobile adaptation met with favorable reviews, with Pocket Gamer praising it as a strong game in its own right and IGN enjoying it despite finding it junior to the console and PC versions.[88] [91]

Awards and retrospective [edit]

The Academy of Interactive Arts & Sciences nominated Far Cry 2 as "Activeness Game of the Year".[97] It was nominated in the "Best Shooter" at the 2008 Spike Video Game Awards.[98] Also in 2008, game was nominated in the "Graphics/Technical" category at the National Academy of Video Game Trade Reviewers ceremony.[99] At the 2009 Game Developers Option Awards, information technology was nominated in the "Game Design" and "Writing" categories.[100] In the book Gaming and the Arts of Storytelling, Darshana Jayemanne noted the game'southward many thematic and narrative parallels to Heart of Darkness, citing it every bit a good case of interactive storytelling.[101] Chris Remo, in an opinion piece for Gamasutra, noted that Far Weep ii rewarded thoughtful and slower-paced gameplay, praising information technology for providing an environment where players could create their own experiences.[102]

In an article ranking all entries in the Far Weep series in 2021, Game Informer ranked Far Cry two as eighth, with the writer calling information technology "black sheep of the family, honey by just as many every bit those who hate it."[103] Polygon 'due south Austen Goslin called it a game ahead of its fourth dimension due to its mechanics and themes.[9] Doc Burford of USGamer noted its ambition and cited it equally an example of diegetic storytelling through its gameplay mechanics.[104] Phil Hornshaw, writing for Digital Trends, noted its dated nature in some areas and problems with its mechanics, but constitute it superior to several later entries due to its immersion and tone.[105] Marsh Davies of Rock Newspaper Shotgun lauded it every bit the best entry in the series despite its flaws, calling the journey "painful, backbreaking but unforgettable".[106] Both Goslin and Davies compared the difficulty to the later Nighttime Souls serial.[ix] [106]

Legacy [edit]

Ubisoft Montreal continued as lead developer for the series, outset production on a sequel titled Far Cry 3, which was released in 2012. This sequel would render to the first game's tropical setting, either discarding or polishing gameplay elements that saw a mixed reaction from Far Weep ii while improving the core gameplay.[23] [107] [108] The Jackal, despite his mixed reputation amongst series fans going forrad, was the beginning of a trend for leading charismatic antagonists taking a prominent function in the story and marketing.[41] Far Cry 2 was the beginning major release to apply Ubisoft's eventually-common design philosophy of sustainable franchises with large open worlds on side by side-generation gaming hardware.[23] This formula would exist embraced by later Far Weep games, the Assassin's Creed franchise, and properties based on the piece of work of Tom Clancy.[23] [109] [110]

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Notes [edit]

  1. ^ Mobile version developed past Gameloft.[1]
  2. ^ Mobile version published by Gameloft.[1] Japanese Windows release published by Due east Borderland.[2]

External links [edit]

  • Official website (archived)

Source: https://en.wikipedia.org/wiki/Far_Cry_2

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