Farcry 360 Antics and Fun
by ubiquityxx on Comments
If you've never played Farcry and own a 360 - get off your happy ass get pick this up. You've never been so deserving. I played the original Farcry on the PC back in 2004. Although the graphics and sound implored you sit up and take notice, there were some serious flaws in the story line and missions which ultimately took away from the overall experience. Can you say mutants with rocket launchers on steel girders? Regardless, it'll go down in my personal black book as one classic title. After the release of Farcry on the Xbox, the 360 port delivered the same game with the added bonus of HD support and an additional story line campaign. Quite a value if you missed the first two and are looking for a killer FPS on the 360. I remember at GDC2004 while wandering the halls of the expo I came across a booth with a massive screen displaying some of the most intense firefights and visuals I'd seen in a game. Lush islands, crazy draw distances, water, boats ... I mean complete inverse of all other FPS's on the market. It happened to be the Fort level of Farcry. I immediately went home and downloaded the demo. And waited in quiet anticipation for the imminent release of the game. I ended up playing and designing levels for this game the remainder of 2004. I tell you this because that's the feeling you'll experience while playing through the entire game. The graphics and sound are great and save feature is seamless. Immersion factor is high. You're always discovering new skills which are constantly reinforced throughout both campaigns. It's just fun. And the cussin is great, you dirty sailor! The control scheme makes this game a joy. And this is coming from a die-hard PC gamer. I've refused to play FPS titles on consoles for years until I sat down for a few levels. It was intuitive and fun to play. I was comfortable with the control mechanism 15 minutes into playing. Unfortunately there's always a little blemish to be found beneath pristine surfaces. And Farcry Instincts Predator is no exception: Level size - Ok, they're insane ... but like a run-on sentence you never know when they're going to end. Honestly at hour 20 I'd wish they would have been more terse in their story lines. Bring it home already. By the way, the level design in both campaigns is some of freshest I've seen in this series and by far trumps the original PC version. The feral abilities add a dimension to the game play sorely missed in the original. There are some very difficult choke points in this game, To the point of frustrating. You know something is wrong with the flow of a mission when it takes multiple deaths to pass specific points in the level. Not good when the person playing just wants the level to end. That said, thank god for a forgiving save system. A great title for the 360 and a value to the wallet. Enjoy. On a final note - load screens can be used for more than repeating imagery. These guys got it wrong and drove me nuts the entire experience. Why not show the status of the loading data ... how about delivering some background to the level you're about to play? Please tell me there's more to a load screen than repeating a dozen or so images and bland copy over the course of 30 hours?
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