Far Cry 2's daring open world design is still paying off

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Far Cry 2's daring open world design is still paying off
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Far Cry 2 is a real developer's game: an imperfect gem, but one that changed the industry by changing how people thought about games.

There are games like Doom that forever change their genres. Then there are games that don’t necessarily come to mind on a day-to-day basis, but which constantly re-enter the conversation when developers get together and talk. Far Cry 2 is a real developer's game: an imperfect gem to be sure, but one that changed the industry by changing how people thought about games.Far Cry 2's central genius is that it’s an open world that doesn’t exist to glorify you, the player.

Far Cry was a level-based game that just happened to have really big, open-feeling levels. Far Cry 2 was a playground. True, it wasn’topen, in that the story was still tied together with missions and specific objectives, and no matter how much you drove around killing things, nothing would change until the plot dictated it did. But once you were actually on assignment, it was anything goes.

More directly, even standard elements like taking a bullet go a little further than most. Get injured and you'll be ‘treated’ to unpleasant examples of your wounds being patched up in the field. Throughout the game you’re regularly paired with mercenary ‘buddies’ willing to lend a hand, drag your injured corpse out of danger and offer their own objectives, but none are saints. By the end of the game, the glitter of diamonds and chance of escape is more than enough to shatter any friendships.

That greatly contributed to how smooth the action was, as well as the nature of Far Cry 2's basic play loops: clearing outposts, the simple act of navigating the world, and using its physics, tools and AI to prompt emergent action. These things made Far Cry 2 feel natural in small, vital ways.

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pcgamer /  🏆 38. in UK

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