

I would even hesitate to call Far Cry 2 a "spiritual successor" or "re-imagining" of the original there is no Jack Carver, no freakishly muscular mercenaries, and no campy science-fiction twist the game takes on a more gritty, realistic setting in the grasslands of Africa, where the player chooses from a handful of protagonists and aligns with mercenary factions competing over various commodities of the nefarious criminal underworld. What they've crafted is a game that retains the open-world design of the original game, but one that conversely sheds virtually any other similarities with its predecessor to the point that it is a Far Cry sequel in name only. While Crytek focused their attention on their next-generation graphics engine and the Crysis games that made use of it, Ubisoft Montreal took over development duty for a sequel to Far Cry.

In this respect, the game was wildly successful. Rather, Far Cry sought to provide players with a broader array of strategic options that a fully linear corridor-style shooter could never achieve. It wasn't a game like the Elder Scrolls series, where players can wander in any direction for hours on end and discover all kinds of interesting little nooks and crannies tucked away in the vast expanse of the virtual world. Crytek accomplished a lot with the original Far Cry in 2004 the game was large and open, but linear in the sense that the player had a clear objectives and a sense of direction. 's own Brandon Erickson recently mentioned Far Cry 2 in his blog, asking whether open-world game design, which has seemingly become the trendy design du jour, is really all it's cracked up to be.

WTF People just leave diamonds lying around in the wilderness in unlocked briefcases? HIGH Using real-time fire as a strategic advantage.
