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Heart of Dimness: Half-baked nihilism in Far Cry 2 photo

I finished reading L.B. Jeffries' critique of Far Cry 2 over at Moving Pixels less than a few hours after completing my third complete playthrough of the game (on Hardcore difficulty, this time). It's definitely worth reading for yourself, but in it Jeffries takes a relatively popular critical position on the game -- namely, that it is partially successful in its attempts to coerce the player into using progressively more brutal and amoral methods of problem solving as the game wears on, using the game mechanics to subtly turn the player into a sort of anti-hero within this virtual Heart of Darkness.

I've found myself strangely attracted to Far Cry 2 over the past few months, alternately adoring its courage and scope while cringing at its missteps. The idea that the game mechanics suggest brutality and nihilism, however, even now fails to strike a chord with me. It's not that they aren't intended to do something like that -- a discussion with creative director Clint Hocking revealed that this was, indeed, the intent -- but even after playing through the game three separate times in three drastically different ways, I still feel that the game fails to imbue its essential mechanics with as much fatalism and moral ambiguity as some other critics have suggested.

Hit the jump if you're at all interested in hearing about why I feel this way. Spoilers ensue.

While a fair number of players complain about the fact that literally every single person you meet in the world of Far Cry 2 will try to kill you regardless of their faction on the grounds that this decision was annoying or not fun, it's far more harmful to the concept of turning the player into a brutal, deliberately amoral killer. To descend into the heart of darkness, one would think, would require murder to be a clear and conscious decision made for, if not unjustifiable reasons, at least considerably ambiguous ones. Which is more brutal: unprovoked murder or justifiable self-defense?

From the very moment the player leaves the ceasefire zone at the beginning of the game, Far Cry 2 makes it clear that every single soldier in the game world will try to kill you if they see you. It doesn't matter what you're doing, or who you're aligned with -- if you're spotted by anyone, they will literally chase you across the entire map just to put a bullet in your brain. Subsequently, the player can convincingly frame his mass genocide as total self-defense, and thus put themselves in the exact same mindset one would have when playing intentionally mindless fare like Halo or Gears of War.While one could argue that slaughtering hundreds of living beings without guilt is rather dark and nihilistic in its own way, one would also have to then acknowledge the original Super Mario Bros as a paragon of Nieztschian anxiety.

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In order for the player's gradual descent into brutality to be relevant, it must draw at least enough attention to morally differentiate itself from the thousands of mindless, uberviolent shooters on the market today. Mechanically suggesting that the player kill everything in his path out of simple self-defense obscures this intent. Innocent NPC's like Oluwagembi the journalist or the Underground priest even show the player a bizarrely immediate sense of trust, further cementing the player's image of himself as a "good" guy in a land full of "evil" men who will try to kill him for no good reason.

The thematic harm done by the perpetually pissed-off soldiers could have been mitigated by the presence of civilians in the actual game world, but they sadly are relegated to the insides of indestructible buildings and cut scenes. It is literally impossible to hurt or interact with civilians outside of the odd Underground mission or story development. This not only further prevents the player from having to morally consider his actions in the field of combat -- "shoot everyone you like," the game says, "because you'll just be killing bad guys" -- but also draws a clear distinction between the civilians and the soldiers, and therefore between who is okay to kill and who isn't.

The game makes a clear moral judgment about who is more deserving of death by forcibly lowering the player's gun everytime he approaches a civilian outpost in much the same way that Fallout 3 forbid players from killing children while also allowing them to blow an adult woman's head into a dozen bloody pieces that fly through the air in slow-mo (as if revelling in the gratuitous death of an unarmed adult woman or a mutant is vastly more justifiable than shooting a kid). By forbidding the player from killing a particular group of people, it implies that the groups you can kill are somehow more morally deserving of death -- the player doesn't have to question whether or not it's okay to kill soldiers or make moral distinctions for himself, because the distinctions have already been made for him. 

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Many mandatory mission objectives in Far Cry 2 often ask the player to do morally reprehensible things like destroying village water purifiers or killing college professors, but even these uncomfortable jobs can be rationalized by the player's ultimate goal of finding and killing the Jackal to put an end to the conflict. Where the rest of the characters in Far Cry 2 act out of selfishness and malice -- the motivations the player would ideally possess in a true Heart of Darkness scenario -- while the player can consistently remind himself that, as dark and horrible as the things he does may be, he's still doing them to reach the ultimate goal of killing the Jackal and ending the civil war. The player can convince himself that his violence will eventually make Africa a better place. Perhaps the player who feels this way is partially lying to himself, but the moral ambiguity of my actions never crossed my mind for more than a few seconds at a time during my first run-through. I felt bad destroying village water supplies and shooting the occasional heavily-armed college professor, but I did so knowing full well that once I was done, Africa would be well on its way toward a better existence than the one it had before I'd arrived.

The game not only assumes that the player feels this way, but goes so far as to remove any option not to feel this way. During the many occasions the player meets up with the Jackal, the player is never able to do any harm to him. Killing the Jackal is never truly an option; initially, the player is unable to act because of his own physical weakness or because the Jackal surprises and disarms the player, but eventually these contrivances are completely abandoned. By the time the player meets up with the Jackal at the prison near the end, the game assumes that the player is in such agreement with the Jackal's philosophy of killing both factions to save the country that the player's gun is forcibly lowered and removed from the screen with no explanation. The player can't not kill soldiers out of a desire to end the war and give the country a clean slate, because the player can't destroy the one man who is attempting to do exactly that. The player is perhaps allowed to feel slight unease over their actions, but those actions are never allowed to be anything other than an unfortunate means to a morally righteous end. As Jeffries suggests in his article, "The player should have been given the choice to have a truly dark ending. If you pick the diamond suitcase, you pull out a gun and kill the Jackal...You walk out of the country while the number of diamonds on you sky rockets." Where Jeffries considers this a problem with the game's ending exclusively, however,  I'd argue that the ending is merely symptomatic of Far Cry 2's problems as a whole.

On that note, it's also worth re-examining a quote from the great Versus CluClu Land, which Jeffries cited in his article. Pliskin argues that the player's "buddies" -- the NPC mercenaries who can help or be helped by the player as he traverses the African landscape -- are in fact a mirror by which the player sees his own selfishness and moral ugliness. Buddies will verbally celebrate the deaths of soldiers; they'll ask you to steal or kill solely so they can retire to some faraway tropical island, indifferent to the lives they've ended; they'll ask you to kill a local disc jockey solely because the DJ said some mean things about them on the air.

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They are horrible people indeed, but Pliskin feels that "Seeing yourself in the other mercenaries just reveals what you would know if you weren’t locked into seeing the world from the first-person: you’re part of the problem. The player is just another well-heeled Western interloper looking to capitalize on the political chaos for his own ends." As potentially interesting a revelation as this could be, however, it fails when one considers that, unlike those jerkbag mercenaries who just want diamonds so they can buy a yacht, the player initially wants to undo the harm done by "Western interlopers" by killing the Jackal, and ultimately wishes to destroy both factions to bring lasting peace to the region. Your friends are acting out of greed and self-interest, while there is a speck of altruism, however small and dirty and hidden, in the things the player does. Granted, some of the buddies' optional side missions ask the player to do horrible things for no ultimately justifable reason (which, for the purposes of the Heart of Darkness argument, would actually be a good thing), but even the moral opportunities these missions bring to light are stymied by the game mechanics themselves.

The buddy side-missions don't fall under the "I'm doing this so I can get to the Jackal, so it's okay" moral umbrella, but the player also has no real reason to complete them and subsequently no incentive to follow this disturbing, interesting, Objectivist thread to its philosophical conclusion. A typical buddy mission can consist of pretty shady stuff, but the rewards are meager enough that the player probably won't complete more than one or two during any given playthrough, if that. Completion of these buddy missions gives the player a greater relationship history with the buddy in question, which, ostensibly, is supposed to make them more likely to defend the player and save him from death.

In reality, however,  the player only has to complete one or two required faction missions in a way that pleases his buddies in order to keep them around, and those optional buddy objectives are often more or less morally equivalent to the regular mission objective (for example, the UFLL might ask you to kill a guy, but your friend will ask you to rob and kill him). The nasty, uncomfortable buddy missions can be almost completely ignored, while the ones that actually benefit the player are generally much easier to swallow.

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That said, the buddies do actually provide some interesting opportunities for player brutality, especially if the player has already beaten the game once. Right before the very end of the game, the player is sent to a helipad to pick up a case of diamonds. Upon reaching the diamonds, the player may be surprised to find their best buddy standing next to the case. Upon grabbing it, the player is summarily ambushed by every single surviving buddy (and, unfortunately, sometimes a few spontaneously resurrected ones) in the game. Those characters whom the player relied on for ammo, health, and his very life are suddenly attempting to kill him.

Ironically, the more careful and compassionate the player was with his buddies -- if the player gave them health syringes when they fell in battle, or tried to defend them so they wouldn't fall in the first place -- the battle is actually more difficult than if the player had ignored or slaughtered all his buddies throughout the rest of the game. My first time through the game, I did whatever I could to protect my buddies and ended up facing no less than a half-dozen of them at the game's conclusion (which subsequently led to an awful lot of saving and reloading). My third time through the game, I executed -- or murdered, rather -- every single buddy I came across and was subsequently ambushed by a measly two buddies at the finale. The mechanics send a clear message: no matter how nice or helpful your buddies may seem, you're better off murdering them to further your own self-interests.

Though Far Cry 2 frequently approaches issues of moral ambiguity and player ethics in a multitude of interesting ways, it does not fully engage these ideas in such a way that the game effectively and unquestionably forces the player to explore their own personal, virtual Heart of Darkness. It deserves a great deal of credit for even attempting to convey such controversial ideas through gameplay, but in the end, it is a failure. A beautiful, clever, courageous failure. 


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25 comments | showing # 1 to 25

B-Radicate's Avatar
B-Radicate at 04/03/2009 17:15
Great write up. First class all the way.

I loved Far Cry 2. Enjoyed every single second of it, despite the fact I, too, was let down by the actual depth of the storyline in terms of what I felt the game was trying to make me feel (does that make sense?).

I just hope Ubisoft is willing to take another gamble on a Far Cry 3 and improve these moral gray areas to draw the player deeper into the depths of the world created for them. A world, it is to be noted, that isn't much unlike our own in terms of the greed and atrocities committed. All I hope is they fix the whole "hey look, everyone I just killed 3 minutes ago at this outpost is resurrected and ready to slaughter me again despite the fact I may very well be working alongside them on my present task."
Bulkmailer's Avatar
Bulkmailer at 04/03/2009 17:16
Nice article. I think I prefer reading Heart of Darkness to playing Far Cry 2 though. I read the novella 3 or 4 times and I think I've played that game twice. I wish the players character was more like Kurtz than Marlow, that would be interesting if the roles were somewhat reversed.
Primo's Avatar
Primo at 04/03/2009 17:26
This might be the most interesting and well written article I have ever read on Destructoid.

I wish I could add more to the discussion but B-Radicate's comment reflects my opinion on the game.

It was pretty damn refreshing to play a FPS that was trying to do some completely diffent things, though.
BlackDove's Avatar
BlackDove at 04/03/2009 17:34
God I loved the failure. As shitty as it was, with its convoy weapon quests, and its regular "go blow this up, come back for more of the same for the next 25 hours" I really liked it and pushed through.

For me, I tried siding with only the UFLL when I started, in the "If I'm going to pick between these two evil factions" (I already identified them as evil, because I'm such an altruistic bitch) then I simply said "I'll pick my poison and take out the other side".

Little did I know that I have to work for both of them to progress the story. Made me feel kinda dirty through and through, since I already thought I minimized the "evilness" of my actions.

Eventually I simply lost all connection to good and evil, and since the world was so hostile towards me, it just made sense to be hostile towards it and fuck everyone up so that #1 stays alive and wins the game. I was also fairly outraged with my fellow NPC's and their wants and wishes during our "collaboration" time, that when they all turned on me in the end, I said "FUCK YEAH, IT'S TIME FOR JUSTICE/KARMA IS A BITCH" and wasted all of them, feeling very positive afterwards, having brought peace and prosperity to the galaxy... or well, that part of the jungle anyway.

As the game made me and my choices feel filthy, I opted to take the explosives instead of the diamonds. I wired myself and said "All the evil things I've done I couldn't choose, but this evens things out in the end". Then I detonated, saw the ending with the hint that the jackal played me for a fool, understood the whole concept (and was fine with it), and uninstalled the game. I felt I deserved to die either way, whether the Jackal made a Jackass out of me or he kept to his end of the deal.

But then this is coming from a man who actually took 5 minutes upon downing his first colossus in SotC and meditated on whether or not to continue playing, because the colossi seemed morally ambiguous/good (since they weren't the ones attacking), and I was some evil dipshit taking them down, and wondered if I didn't want to be a part of that, would I have to stop playing, thus entertaining the notion for some good five minutes, before I decided to off all 16 of them, because hey, I wanted to play.
Chronic Logic's Avatar
Chronic Logic at 04/03/2009 17:53
Aren't ALL players nihilists? I mean the point of playing a video game is to have fun. See that cop? Kill him. Sure you'll attract more of his buddies, but it's hilarious and the more the merrier. See that child, shoot him in the fucking face, sure you might horrify the neighbors but when's the last time you shot a kid in the face? Did that old man beg you for money? Kill him, there's nothing more satisfying than getting rid of annoying people. Now, if a game has two choices of whether you could become good or bad, they're not choosing one choice because of their morality, they're doing it because it's fun. One time you might help an old granny from a mugger. The next time you might help the mugger mug old grannies. It's all fun. Remember Bioshock? Remember how the devs tried to portray some morality choices? If they REALLY wanted us to make some amoral choices they would've allowed us to rip the slugs and kill the Little Sisters in a graphic fashion, instead of the Little Sisters dissappearing in a puff of light when you extract the ADAM from her. Who here got only one ending in the game because they decided that trying to get the other ending was against their morals? If a game contains multiple amoral choices throughout the game, and you only choose to the choices that adhere to you morals, you'd be only playing half the content of the game. You're money is not being spent wisely if you're not playing all the game has to offer.
Gyrael's Avatar
Gyrael at 04/03/2009 18:41
Wow, amazing article. I quite enjoyed the game myself. It got tedious sometimes, but in the end it was a great experience.
otogi guy's Avatar
otogi guy at 04/03/2009 18:59
the game has way too much broken bullshit to be worth writing a dissertation on, and this game is comparably "mindless" as your accused games because ALL YOUR DOING IS GOING FROM POST TO POST, KILLING EVERYBODY just like every other shooter.
Squirrel Pope's Avatar
Squirrel Pope at 04/03/2009 19:04
I love Far Cry 2. The horrible and evil ways you could eliminate your enemies, and all the amusing ways you could do things to progress through the game. I loved taking my sniper rifle and shooting one guard in the lower back so he was not dead but usless and then sitting there and snipeing every one of his guard buddies who would try to run and pull thier wounded friend to saftey. or strapping an IED to my jeep and speeding as fast as i could and jump out and let it roll into the middle of the baddies and then blow the IED killing everyone around.

The game made me think about what i was doing and not just try to figure out the pattern and do it right no check points to fall back on and try again. Yes the mechanics had problems, but the game itself was, for me one of the better console games i have played. I love being inventive and being allowed to do things how i choose. and Far Cry 2 gave that to me.

Oh...and running over Zebras with my buggy. hahahaha.

Great article, im passing it along to my friends who hate Far Cry 2 with every fiber of thier being in a hope that they might change thier mind a little and play the game through.
myaimistrue's Avatar
myaimistrue at 04/03/2009 19:15
Damn... You put more thought into this than i could ever imagine. Great writeup!
hpv's Avatar
hpv at 04/03/2009 19:20
Geez, you guys take videogames (and I'm going to assume life in general) WAY too seriously. The closest I've ever gotten to seeing a "moral" implication of an action in a videogame was when I first played Super Mario World and thought it was kind of fucked up that Mario punches Yoshi in the head to make him run faster and eat things with his tongue. I was 11-years-old at the time, I'd have thought most people would have grown out of such childish non-sense by the time they were old enough to use the Internet without their mom helping them.
The Unforgivable's Avatar
The Unforgivable at 04/03/2009 21:41
I do believe that this article is shallow and pedantic.
BahamutZero's Avatar
BahamutZero at 04/03/2009 21:43
tl;dr
JynxShot's Avatar
JynxShot at 04/04/2009 01:21
I watched "Lord of War" during my playthrough and it made me realize all of the horrible, violent opportunities the game missed.
konrad hazen's Avatar
konrad hazen at 04/04/2009 02:29
For all it's faults FC2 was quite a memorable experience. Thanks for this well written article, I'll go install the game again now and take a fresh look at it.
Sup3rt3d's Avatar
Sup3rt3d at 04/04/2009 06:10
Most enjoyable article I've read on Dtoid yet. I thought Far Cry was amazing, the glitches nearly ruined it for me and I won't deny that it many ways the designers failed, however, it's such a glorious failure that even the most heinous faults can be overlooked. Watching the sunrise from the cliffs above Dogon Village was the most visually stunning experience in a game *ever*, and that for me is where the game's genius lies - you may not feel like the character is a real person, but you definitely feel like it's the real Africa
Dexter345's Avatar
Dexter345 at 04/04/2009 10:35
I read through the spoilers because I didn't really have any intention to play the game, and now ironically, I kind of want to play it.

Nice writeup, I really like these. It's more like an actual critique of themes than a review, certainly.
Autumn's Avatar
Autumn at 04/04/2009 13:48
I gave up on this game a little over halfway through, and I've never been tempted to pick it up again. I don't know HOW you could stomach three playthroughs, this was even more repetitive than Assassin's Creed and Prince Of Persia blended into one! It gave me absolutely no sensation of really being involved in the game world, or of making my own choices, and the most morally ambiguous thing I ever did was accidentally run over a zebra. For which I did, in fact, feel bad. For about 3 seconds.
mourning orange's Avatar
mourning orange at 04/04/2009 17:58
The greatest moment of FC2, for me, was as I was headed towards the final confrontation with the Jackal I realized that I cared about one singular thing. I found myself with a blood lust for the Jackal, and I was furiously making my way towards that goal.

I stopped just before the jail to prepare myself for the encounter, and in doing so I experienced an epiphany of sorts.

I realized that I had become what I hated about him. I had become the Jackal.

I began my journey in Africa with the best intentions, but ultimately ended it with the heart of a merciless killer, and it felt special somehow. It led me to reflect on everything I had done up to that point, and I recalled the countless atrocities I had committed. To an extent I became more immersed in Far Cry 2's world than I have been since Morrowind came out, and it had more to do with the freedom I felt than perfect scripted scenes or super amazing polished game mechanics.

TL;DR FC2 is fat, but she has a beautiful face, or something.
themizarkshow's Avatar
themizarkshow at 04/05/2009 06:13
I picked up FarCry2 on Steam's Ubisoft weeklong sale. After reading this I feel that I must now begin my trek through it.
tomr4's Avatar
tomr4 at 04/05/2009 12:36
I need to pick this game up. soon.
jsutcliffe's Avatar
jsutcliffe at 04/05/2009 16:16
My favourite potentially morally-ambiguous (if you're wired that way) part of Far Cry 2 was giving a buddy enough of my medicine to kill her because she was too badly wounded to be saved. That seemed an impressively grown-up thing to have in a game, and it made me respect the designers.
ChaosTeaCup's Avatar
ChaosTeaCup at 04/06/2009 08:55
Interesting article.
I really enjoyed the single-player, though I didn't finish it, unfortunately. It is certainly an immersive experience, and I didn't really encounter any glitches or bugs. The implementation of the weather systems is awesome, and I love the slow day/night cycle - it gives you that real feeling of the darkness creeping up on you, that you just don't get with fast cycles. And the inventive ways in which to tackle missions, even the repetetive ones, gave me a feeling that only one game has ever given me before; Farcry.

My problem was that I started playing multi-player and got totally hooked, so ignored the single-player. The map editor is the best I've seen on a console system, and the community, aside from a few obligatory plebs, all seem like a pretty decent bunch.
Clance's Avatar
Clance at 04/06/2009 17:51
I'm 5 hours in, gonna come back here and write what I think once I've read past the "spoiler" bit.

Can't believe you've done it three times. Fucking impressive devotion.
Messer's Avatar
Messer at 04/07/2009 10:23
So, you guys don't think twice about mowing down legions of Nazis, but if the people are from Africa it's all of a sudden morally ambiguous? Seriously?
Clance's Avatar
Clance at 05/28/2009 16:12
My method of killing and the feelings I got while doing it only changed due to the fact that I very quickly HATED every single bastard on that map. YES, I was doing some morally ambiguous shit, but I'm less likely to care if I know that these cocksuckers will run me over for standing anywhere near their checkpoint.

I absolutely loved this game. Far Cry 3 could well be my most highly-anticipated follow-up ever.
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