Others say..."FAR CRY - muscling in on the Action Genre"My preview is based on articles and interviews I have read along with a viewing of the tech demo. Even so, it's worth a 5 for whetting my appetite with what it promises to offer.
There are many first person shooters, but Far Cry from German developer CryTek strives to add gameplay elements which make it worth serious consideration. Voted Best Game at ECTS 2003, Far Cry has managed to draw interest and create lasting impressions despite going up against heavyweight contenders such as Half Life 2 and Doom 3.
>>The Game Engine
CryTek have designed their own engine for running the game. The engine is known as CryEngine and is capable of rendering vast draw distances of up to 2 kilometers without fogging. It also makes use of polybump technology, enabling an object comprised of 250,000 polygons to be condensed into only 1,500 without virtually any loss of quality. This alone frees up cpu time and makes FAR CRY more accessible to lower ended systems.
Added to this is the ability to create real world physics. In the game you might decide to push some barrels in order to watch them roll down a hill onto the enemy. The barrels will roll the way they should depending on the angle used to push them and the shape of the ground they connect with. Push them again from a different angle, or using different force, and the barrels will roll in a different way.
This realism is also applied to the in-game characters which have been modelled with a great deal of attention paid to their skeletal structure. The character will react and/or fall according to where on the body a shot impacts - an event referred to in computer games as rag doll physics.
And lastly, the terrain is deformable. Use a rocket launcher and the shell's impact will leave a crater in the ground.
>>Game Premise
You play Jack Carver who is forced out of his sun-drenched semi-retirement to help out a female journalist in unravelling a mystery. There are homicidal mercenaries out to stop you.
>>Game Setting
The action takes place on the main island of Micronesia, although there are other smaller islands which you can sail or swim to.
Environments will range from jungles, caves, lagoons, ancient temples, and include facilities such as bunkers, underground laboratories and other claustrophobic indoor areas.
>>Player Freedom
The decision to set the game on a lush tropical island means that the game is not linear as in most shooters. You have complete freedom to move about and carry out your missions any way you deem fit. The player is in control, rather than being forced to complete missions in a set way. You are free to use your discretion and imagination to undertake missions using stealth tactics, all out assault, or a combination of the two depending on the circumstances you find yourself in.
>>Non-Scripted Artificial Intelligence
This, for me, will be the heart of the gameplay.
Because of the non-linearity of the game (even though there is a progressive story line), the AI units are NOT scripted.
The AI of the game was designed to "understand", and react to the environment. The enemy interacts with the environment just like you, and will use it for cover and to try take you down using tactics such as suppressive fire, outflanking etc. They will call for reinforcements - even from other islands - for backup. Each enemy unit will react not only to your input, but also with the surrounding terrain in unique ways. In other words, the enemy knows as much as you about the arena you play in. Each AI unit will have the ability to recognize objects within the environment such as rocks, water, trees, vehicles, as well as being able to recognize other agents in the game including dead AI units, and they will respond individually to the situation through their internal driven AI.
The beauty of this is that every time you play a section of the game the AI will respond in different ways so you never play out a scenario in exactly the same way. One example of AI attacking strategy in FAR CRY is that rather than keep shooting at the last location they 'saw' or 'heard' you, the AI will attempt to 'guess' where you might be moving to and in which direction, and will continue to hunt you down. This will make for very tense close combat and keep the adrenaline level pumped up for the player.
>>Weapons and Vehicles
At present, weapons range from a P90 SMG, OICW, AG36, M4, Desert Eagle, down to a machete.
Vehicles can be driven in 1st or 3rd person view with the ability to fire weapons while driving. Jeeps, boats, and HMMVs can be used by the player, and the AI will use vehicles to pursue you.
And did I mention you also get to fly hang-gliders? : )
>>The Sandbox Editor
My excitement was further increased with news of the Sandbox Editor which will be shipped with the game and is billed as the What You See is What You Play Editor. According to an interview with the developers, it took only 3 days (!) for one of their new multiplayer developers to learn how to use the editor.
You can build and edit terrain, drop in some AI units, then play test your scenario all with a few mouse clicks. Switching from the game to the editor will be easy (much like in Operation Flashpoint).
Fast development time for scenarios coupled with a low learning curve using the editor will ensure a formidable amount of Multiplayer maps will be developed soon after the game ships.
*An example of the Editor can be seen in the "tech demo" - see end of this preview for details.
>>For Programmers
For programmmers who want to write their own scripted routines, the game uses the Lua programming language which allows you to write and embed your own routines into the game without having to touch the game's original C++ code.
>>For the Mod Community
For modders, the news is also optimistic. The developers have stressed that everything in the game has been designed with the mod community in mind, and therefore can be modded quite easily. They have mentioned releasing development tools for the mod community either with, or shortly after, the game's release.
>>Summary
With huge terrains, vast draw distances of up to 2 kilometers, rag doll and real world physics, polybump technology, deformable terrain, an editor which appears to be simplicity itself, and an unscripted AI, next year looks promising for anyone willing - and daring enough - to take a relaxing (?) break in the lagoons, caves, and lush jungles of Far Cry's Micronesian Islands.
>>Additional Information
FAR CRY is presently scheduled for release in February 2004.
Two excellent interviews with CryTek's developers can be viewed at Game Zone and Avault.
* For an impressive demo of the game go to Gamer's Hell and download the 32Mb "tech demo". I'm sure you'll be excited at what you see.
"a FAR CRY from the opposition, perhaps?"
My review is based on articles and interviews I have read along a viewing of the tech demo. Even so, it's worth a 5 for whetting my appetite with what it promises to offer.
There are many first person shooters, but Far Cry from CryTek strives to add gameplay elements which make it worth serious consideration.
The action takes place on the main island of Micronesia, although there are other smaller islands which you can swim to. You play Jack Carver who is forced out of his sun-drenched retirement to help out a female journalist. There are homicidal mercenaries out to stop you. That's the basic premise of the game.
The decision to set the game on a lush tropical island means that the game is not linear as in most shooters. You have complete freedom to move about and carry out your missions any way you deem fit. The player is in control, rather than being forced to complete missions in a set way. You are free to use your own discretion and to undertake missions using stealth tactics, all out assault, or a combination of the two depending on the circumstances you find yourself in.
Environments will range from jungle, to caves, as well as man made facilities.
The AI of the game was designed to "understand", and react to the environment. The enemy interacts with the environment just like you, and will use it for cover and to try take you down using tactics such as suppressive fire, outflanking, and/or calling reinforcements. Each enemy unit will react not only to your input, but also with the surrounding terrain in unique ways. In other words, the enemy knows as much as you about the arena you play in. Because of the non-linearity of the game (even though there is a progressive story line), the AI are NOT scripted. The beauty of this is that every time you play a section of the game the AI will respond in different ways so you never play out a scenario in exactly the same way.
My excitement was further increased with news of the Sandbox Editor which will be shipped with the game and is billed as the What You See is What You Play. According to an interview with the developers, it took only 3 days (!) for one of their new multiplayer developers to learn how to use the editor. You can build and edit terrain, drop in some AI units, then play test it through all with a few mouse clicks. Switching from game to editor will be a breeze (like in Operation Flashpoint) and ensure a formidable amount of Multiplayer maps will be developed soon after the game ships.
For programmmers who want to write their own scripted routines, the game uses the Lua programming language which allows you to write and embed your routines into the game without having to touch the game's original C++ code.
For modders, the news is also optimistic. The developers have stressed that everything in the game has been designed with the mod community in mind, and can be modded quite easily. They have mentioned releasing an SDK for the mod community either with, or shortly after, the game's release.
Weapons range from a P90 SMG, OICW, AG36, M4, Desert Eagle, down to a machete.
Vehicles can be driven in 1st or 3rd person view with the ability to fire weapons while driving. Jeeps, boats, HMMVs, and hang-gliders can be used by the player, and the AI will use vehicles to pursue you.
With huge terrains, vast draw distances of up to 2 kilometers, rag doll and real-time physics, an editor which appears to be simplicity itself, and an unscripted AI, next year looks promising for anyone willing - and daring - enough to take a relaxing (?) break in the lagoons, caves, and lush jungles of Far Cry's Micronesian Islands.
Two excellent interviews with the developers can be viewed at Game Zone and Avault.
For an impressive demo of the game go to Gamers Hell and download the 32Mb "tech demo". I'm sure you'll be impressed with what you see.
"a Far Cry from the opposition, perhaps?"
My review is based on articles and interviews I have read along a viewing of the tech demo. Even so, it's worth a 5 for whetting my appetite with what it promises to offer.
There are many first person shooters, but Far Cry from CryTek strives to add gameplay elements which make it worth serious consideration.
The action takes place on the main island of Micronesia, although there are other smaller islands which you can swim to. You play Jack Carver who is forced out of his sun-drenched retirement to help out a female journalist. There are homicidal mercenaries out to stop you. That's the basic premise of the game.
The decision to set the game on a lush tropical island means that the game is not linear as in most shooters. You have complete freedom to move about and carry out your missions any way you deem fit. The player is in control, rather than being forced to complete missions in a set way. You are free to use your own discretion and to undertake missions using stealth tactics, all out assault, or a combination of the two depending on the circumstances you find yourself in.
Environments will range from jungle, to caves, as well as man made facilities.
The AI of the game was designed to "understand", and react to the environment. The enemy interacts with the environment just like you, and will use it for cover and to try take you down using tactics such as suppressive fire, outflanking, and/or calling reinforcements. Each enemy unit will react not only to your input, but also with the surrounding terrain in unique ways. In other words, the enemy knows as much as you about the arena you play in. Because of the non-linearity of the game (even though there is a progressive story line), the AI are NOT scripted. The beauty of this is that every time you play a section of the game the AI will respond in different ways so you never play out a scenario in exactly the same way.
My excitement was further increased with news of the Sandbox Editor which will be shipped with the game and is billed as the What You See is What You Play. According to an interview with the developers, it took only 3 days (!) for one of their new multiplayer developers to learn how to use the editor. You can build and edit terrain, drop in some AI units, then play test it through all with a few mouse clicks. Switching from game to editor will be a breeze (like in Operation Flashpoint) and ensure a formidable amount of Multiplayer maps will be developed soon after the game ships.
For programmmers who want to write their own scripted routines, the game uses the Lua programming language which allows you to write and embed your routines into the game without having to touch the game's original C++ code.
For modders, the news is also optimistic. The developers have stressed that everything in the game has been designed with the mod community in mind, and can be modded quite easily. They have mentioned releasing an SDK for the mod community either with, or shortly after, the game's release.
Weapons range from a P90 SMG, OICW, AG36, M4, Desert Eagle, down to a machete.
Vehicles can be driven in 1st or 3rd person view with the ability to fire weapons while driving. Jeeps, boats, HMMVs, and hang-gliders can be used by the player, and the AI will use vehicles to pursue you.
With huge terrains, vast draw distances of up to 2 kilometers, rag doll and real-time physics, an editor which appears to be simplicity itself, and an unscripted AI, next year looks promising for anyone willing - and daring - enough to take a relaxing (?) break in the lagoons, caves, and lush jungles of Far Cry's Micronesian Islands.
Two excellent interviews with the developers can be viewed at Game Zone and Avault.
For an impressive demo of the game go to Gamers Hell and download the 32Mb "tech demo". I'm sure you'll be impressed with what you see.
"not fair to review an item before it comes out..."
but i feel this deserves a little more on the page besides the title.
its a first person shooter founded on technology from a company called crytek. it belongs on the list with doom 3 and half-life 2 in terms of quality and enjoyment/gameplay.
the things that make it stand out from the other two games though, are the AI, level structure, and definitely plot.
This game boasts AI from the start. theres mutliple ways to go through a level, so the AI was made to be smarter right from the start. even if you dont see them, theyre working, they get bored. they chat to each other.
the levels are massive. the game mostly takes place on a certain island. but if you see another island in the distance, you can swim to it. there is no linearity to the design. and the plot is not your standard, aliens/demons are taking over (although doom 3 is at the top of my list).
i definitely think this game deserves a look at.