...Anyway, Far Cry 2 wasn't that great in total, but it DID show that you don't need to throw a two hour cutscene in someones face to make them like a character when they die. Hell, I'd argue that the characters in FC2 didn't even HAVE personality, most of them acting like multiple others, but when a guy who has saved you and you saved them multiple times while under fire finally gives way and dies in your arms, no matter how well developed they are, it can still be a good 'holy shit, I just stopped this guy from dieing in pain' moment.
The no death thing seems interesting, does stuff like falling off a ledge/cliff count?, good luck with it anyway.
You can't save anywhere you want. Only at safehouses or gun shops.
That makes having a good buddy to save you worthwhile.
The tag on the header image!
Note to self: Never read, watch or listen anything involving Anthony ever again.
hakim was one of the handful of guys i liked.
What most people don't get about this game is the number of opertunities open to you and they end up playing it like any number of generic shooters subsequently making the experience less enjoyable for themselves
set it in a big city with hitman style mechanics
@proph
you can on PC but not on PS3/360
I guess the difference is that in Fallout 3, I chose one particular gameplay path out of many that the developers had specifically set down for me. In Far Cry 2, I made my own gameplay.
I want your face back!
Interesting rant, but i am not buying into it.
Bring on the Trigens!
I'm not sure how this game became the poster child for ludic gameplay, but I'd have to guess that it's largely because of how much Clint Hocking talks about that. It is at it's core another mission based open world game, where your biggest real choice in how to proceed through the game is when to do side missions and how many of them to do, and whether or not do some extra work with one your buddies during each main mission. Sure, you can also set out and start exploring the world, but every open world game has that. You can also approach each fight however you want which is something really cool that entirely linear games completely lack. But really, almost every open world game has this.
Which just leaves its buddy system. And well, even Clint Hocking admits that people mostly don't have any real emotional reaction to the buddies. They ultimately end up being just a resource and when it's time to save or abandon them the question isn't "Did I like this character?" but "How many buddies do I have left and how annoying is it to save this buddy?" It is basically on that front a failure at ludic play.
No, I don't think it's anything the game did. It's just the ease of drawing a mental connection between Hocking's game and Hocking's ideas. They are some cool ideas too, and the fact that they spawned things like the perma death experiment that a few bloggers are undergoing is absolutely wonderful.
I may have to rent Far Cry 2... I've got no money at the moment, but damn you Rev and your ranting rays!
If this doesn't work, I'm sorry. I'm really rusty on bbCode. xD
It did some interesting things surely, but I can't even fathom enjoying the game for what it is, unless you remove what it is and cherry pick the good parts.

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