When we got our hands on a playable build of Far Cry 2 at E3 2008, we were immediately impressed by the game's immersive atmosphere. Not just graphics; things like the near-complete lack of HUD, the intense weapon recoil, the believable damage to persons and structures and the pull-that-bullet-out-of-your-big-toe health regeneration system had us playing more conservatively than we might otherwise. But over the course of our short demo, lead level designer Jonathan Morin told us about one more - the game's so-called "buddy system."
At first, we didn't quite understand what Morin was going on about. Buddies were NPCs you could befriend (eh); buddies would give you your mission objectives (yawn); and buddies would - spectacularly - save your rear from rather extensive perforation by dragging it to nearby cover (hmmm). But when Morin told us that these buddies would also feature into the game's plot, we perked up our ears.
Games like Portal and BioShock have recently proven that even first-person shooters can tell impressive stories, but these games are typically quite linear - with only one path for the player to tread, you've more or less got a captive audience for the journey that follows. But Far Cry 2 boasts 50 square kilometers of African jungle for players to traverse at their leisure. How could a game that big, and that open, possibly tell a convincing tale? Morin couldn't say, but there was someone else in the room eminently qualified to assist - the game's dedicated narrative designer, Patrick Redding.
- Read The RestAt first, we didn't quite understand what Morin was going on about. Buddies were NPCs you could befriend (eh); buddies would give you your mission objectives (yawn); and buddies would - spectacularly - save your rear from rather extensive perforation by dragging it to nearby cover (hmmm). But when Morin told us that these buddies would also feature into the game's plot, we perked up our ears.
Games like Portal and BioShock have recently proven that even first-person shooters can tell impressive stories, but these games are typically quite linear - with only one path for the player to tread, you've more or less got a captive audience for the journey that follows. But Far Cry 2 boasts 50 square kilometers of African jungle for players to traverse at their leisure. How could a game that big, and that open, possibly tell a convincing tale? Morin couldn't say, but there was someone else in the room eminently qualified to assist - the game's dedicated narrative designer, Patrick Redding.
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