‘Far Cry 3′ Team Not Making ‘Far Cry 2′ Mistakes

Sep 26, 2011 by  

Far Cry 3 Not Making Far Cry 2 Mistakes

At times, Far Cry 2 felt like an exercise in futility. No matter how many guys you shot, there would be still be an endless supply of them, presumably from the Jackal’s massive private army. In reality, the endless spawning enemies at checkpoints was a deliberate decision made by the Far Cry 2 development team. This problem, among many others, have been examined by the Far Cry 3 team who said, “Worry not, fans, our game will not have infinite enemies.” They didn’t really say that, but the context is clear.

Don’t be mistaken, Far Cry 2 was a fun game sometimes, but that was the problem. It wasn’t fun all the time. Dan Hay, producer on Far Cry 3 has promised that his team has read the feedback regarding the second game in the series and is striving to ensure they won’t be repeated.

Hay talked to CVG and discussed the kind of gameplay elements that caused a great deal of player heartache and what he and his team would be doing to ensure the gameplay experience in Far Cry 3 won’t be as filled with frustration, promising players action when they choose to get into it.

The largest complaints regarding Far Cry 2 had to do with the aforementioned endlessly spawning bad guys at checkpoints, the long, long treks to get to objectives and safehouses, weapons that would degrade and be useless over time, and taking malaria medication. Clint Hocking, former creative director at Ubisoft and gameplay designer for Far Cry 2 was well aware of the problems fans complained about most, specifically the respawning enemies:

“The respawning guardposts thing – yeah, we’re getting raked over the coals for that. Funny thing is, we did discuss it. I decided it was better to have them repopulate rather than have the player be able to empty the world of gameplay.”

Hocking’s heart was in the right place, but the execution on the final product wasn’t as auspicious as he wanted it to be, unfortunately. It is true that driving through the desert and jungles can be really boring without some kind of action in between, but when there’s action every 50 feet, then it gets out of hand.

Dan Hay and lead gameplay designer Jamie Keen discuss what kind of changes the Far Cry 3 team is making to reassure players the third game will return to the roots of the series.

“We want to give the player the opportunity to turn on the action whenever they want. We want to let you move around the periphery of an area, making the game wait for you.

We want the player to feel like they’ve got the tools at their disposal to really engage with the world however they choose. So the way you stay hidden and the way the AI interacts with you has been improved. We’ve got an amazing stable of games around us at Ubisoft Montreal, and we’ve looked to Splinter Cell for inspiration.

The game’s not all about stealth, but you’ll be able to play in a much stealthier way. It’s not going to suddenly break as you’re playing and have you cursing the AI.

As for respawning enemies and camps, if you go through and find someone and take them out, that’s an action that’s got to feel real. If you take out a character and you put them in the ground, they’re staying in the ground.”

That ought to bring the soothing kind of relief to players who had problems with Far Cry 2. The stealth approach Hay and Keen were talking about can be seen in the alternate E3 2011 walkthrough that features the impacts player choice has on any given enemy encounter. You can see a much more direct approach in the regular E3 2011 walkthrough.

As for the graphics of the game, which look spectacular, Ubisoft Montreal is using an updated version of Far Cry 2‘s engine, Dunia. It was confirmed that PC players will be able to crank the graphic quality up pretty high and console versions will still retain beauty, as well. A great looking game that will once again offer players freedom in approaching situations with enemies that stay dead? Count us in.

Far Cry 3 is releasing in 2012 for Xbox 360, PlayStation 3 and PC.

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Follow me on Twitter @TrungleFever

Source: CVG

8 Comments

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  1. Far Cry 3 is looking great, but I kind of miss the sci-fi angle they had in the original PC game and in Instincts.

  2. hated the guard post bs in FC2, and i def hated the sharp shooting from across the map enemies in it >:( as long as they get rid of/fix those issues, its all good.
    not only that but the map was to big for my liking and i found myself often driving (or running) around in circles (b/c the respawning posts made it seem as if i was actually making progress).

    i’ll more then likely get this apon release b/c i’m starting to get into large open world games (like dead island).

  3. The thing that ruined the original Far Cry for me was the sci-fi stuff. If it’s true that they have turned away from that in this one, maybe it might be an interesting game to try. But first, Battlefield 3 and Arkham City… Holy crap, still haven’t downloaded Operation Arrowhead for ARMA II… lol. Oh no, still haven’t beat Bioshock 2, dang, more games than there is free time in my life…

    • i know the feeling man :) i recently got lost odyssey, but haven’t had the time to even put it in and see what its like due to: deus ex being played through twice, dead island, DLC in castle crashers plus college assignments >:(
      it’s only gonna get worse, there are not only a ton of games coming out this yr, but early next yr we got: far cry3, kingdoms of amalur, mass effect 3, max payne, true crime: HK plus a couple more i probably forgot.
      tough times for gamers :P

      btw FC2 didn’t have any sci-fi stuff in it (at least not that i’m aware of), its worth giving a try if you can stand repetition in open world games.

  4. I’m glad the series is taking that turn back to the one man survival against the oods kind of theme. It’s pretty cliche, yeah, but the weird sci-fi stuff near the end of the first Far Cry did throw me for a loop. I think one of the positive things to come out of the 2nd game was how the theme of survival in a very bad place with very bad people was brought up. Far Cry 3 looks like it’s going to take the ball and run it all the way home.

  5. I miss the preadator powers of the original Farcry games, i want them to bring that back in this one!

  6. If you can look beyond the respawning enemies, the huge journeys (which can also be looked upon as a plus in my books, if you’re in a vehicle that is) and the shifty AI with sniper accuracy, they had something very special in FC2. If they can retain the same feel of the environment around you, tighten things up, and fix some of the issues above this game will be truly great.

  7. The respawning guard posts was the only one from that list of gripes that really bothered me. It was definitely preferable to having them stay empty forever after you hit them once, but I’d have preferred a middle ground, where there would be like, three or four scripted points in the game, at which any empty checkpoints would be refilled, and perhaps upgraded in some way. Either that, or just have a timer in there. And in either case, probably a few less checkpoints would be better. Or let the player actually be on friendly terms with one faction or another, every now and then, so that not every single NPC in the game shoots you on sight. Actually that was my biggest gripe about the game: no matter which faction you were working for at any given time, members of either one would blast your ass without a second thought. Made it seem kinda pointless for there to be two factions instead of just one. And you never saw the two factions fighting one another — always a cool thing to see in a game, I think. Wasted opportunity.

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