Hey, I don't hate Far Cry! Just bad
stories ;)
In my last article, I expressed disappointment with Far Cry 3's inability to make the story and
gameplay work together, and it ended up being a fun game with a story
that just doesn't work with the gameplay. This is very often the norm
in video games, however. You'll get a dramatic cutscene about how
this is a life and death scenario, and then you'll take 30 bullets to
the face and not die. However, the reason I took such issue with Far
Cry 3 in particular was that this series had already gotten it right.
But before that, just a quick
disclaimer: please play Far Cry 2 first. If I tell you what it's all
about the effect will be ruined. Just go in blind and you'll get it.
Maybe.
Source |
Far Cry 2 is an anti-war game to it's
very core. Everything from the story to the gameplay is perfectly in
tune with what it wants to do, in stark contrast to Far Cry 3. This
is pretty much the best execution of an anti-war message I have ever
seen. It doesn't make any grandiose statements. It just is,
and it's a hell of a thing.
Far Cry 2 is all
about war. From the moment you start the game you hear about war.
You're shot at 5 minutes in. You can't go more than a few meters
between soldiers. The region's very identity has been erased and
replaced by war. It's all you do in gameplay, it's what all the
missions are about, you cannot escape war.
Already we can see
that it's doing much better than Far Cry 3. That game is unable to
reconcile the difference between the player and story, constantly
talking up how violence consumes while giving the player total
control over everything. Fary Cry 2 keeps it constant. The game is
about war, and thus the story follows. It's certainly an easier line
to toe than 3, but it achieves what it sets out to do.
That's about where
I stopped with 3, since if a game fails there it can't really go much
farther. However, 2 does indeed go one step further. It's one thing
to have the gameplay and story work together. Plenty of games do
this. It's another thing entirely to make the game convey a message
through all this.
Because Far Cry 2
can get pretty dang boring. Enemies never run out and you need to
clear camps every. Single. Time. You move through them. Missions
never change much either. You'll run a gun related mission to unlock more stuff in the shops. You'll constantly get in and out of
cars looking for meager handfuls of diamonds.
And it's not like
the region will ever change, either. It's not like you're able to
change anything. At the end of the day, everyone will shoot at you,
no matter what. You can get to a new area, but that doesn't change
anything, just expands it. You can run mission after mission, and
nothing, nothing, will change.
I hope you're
seeing my point. This is all very intentional. That's very often a
defense thrown out for bad game design (I am looking SQUARELY at you
MGS4), but Far Cry 2 gets it right, oh so right. The reason this
simply isn't sloppy game design is that it follows the story and tone
very tightly, to such an extent that this simply had to have been
intentional. The entire plot is tedious and barely changing. The
soldiers are hard to tell apart. And it's not like anyone goes about
being happy or optimistic. This tone was taken very seriously, and
reflected right in the gameplay.
It's not always
going to be a fun game! It's really not! You'll grind through camps
forever. Maybe you'll get a terrible sniper rifle or an awkward
mortar. Maybe you'll get a slightly different pistol. It's all the
same in the end, though.
Far Cry 2 makes war
just so fucking boring. And I think that is the most powerful thing
about this game. You can fixate on the gunplay, the fire physics, or
the story, but at the end of the day, this is a game hellbent on
showing you the crushing awfulness of war through a feeling common to
many games: boredom.
You hear a lot
about boredom in war stories. Look at any interview with a soldier
and they're likely to talk about the crushing boredom inherent to
war. It's not like games portray. It's not adrenaline pumping
action, it's a whole lotta waiting. Far Cry 2 knows this.
But what if you
push through all that? Surely, if you push through and kill the
Jackal, the supposed source of this conflict, it'll all be over,
right? Only it turns out the Jackal is on your side, you've been
flaring tensions up for nothing, and in the end to actually help
people the Jackal is going to have to die. Oh, and even if you
somehow make it out alive you have malaria and are going to die
anyway. Fuck you.
War consumes
everything in Far Cry 2. It consumes the characters, the region, the
game characters, and perhaps even your fun in the end. It's got a
clear message and intent, and every element of the game works with
it. Far Cry 2 is a sterling example of how to weave the gameplay and
story, and I do hope more people take a close look at it.
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