Far Cry 2 mysteries unveiled: not the Far Cry you knew

It appears that Ubisoft has taken the Far Cry franchise as its own and threw away certain aspects of the original, leaving a small share of past mechanics for previously announced Far Cry 2. As reported, players won’t be stepping into the shoes of Jack Carver anymore, nor will there be any Trigens to deal with in any part of the story.

Far Cry 2 mysteries unveiled: not the Far Cry you knew - Image 1 

The savannas of Africa have been confirmed as replacements to the predecessor’s Madagascar setting, offering more space, line of sight, driving room and sniping opportunities than cover in dense vegetation. Ubisoft, however, assured PC gamers that Far Cry 2 will stay exotically comparable to the original, but less on the story and more on gameplay mechanics.

The player will partake in a plot to eliminate an arms dealer who has been selling to both sides of a conflict in a weakened state in Africa. Instead of mutated abominations to gun down, the player has soldiers and animals to keep a keen eye out for; apparently, they’ve become the game’s primary adversaries.

And instead of the tongue-in-cheek humor we’ve all come to love, Ubisoft is preparing a “simple drama management system” that will populate two large and fully open worlds with key characters. That same system will then assure that the bits of dialogue and the plot converge toward “major climactic events” in the game, propelling the player forward through the plot.

With regard to exoticism, Far Cry 2 will instead feature an improved artificial intelligence that is more behavioristic, allowing NPCs in the game, including enemies, to dynamically decide upon and undergo tasks in a day-to-day basis. “Our AI is needs-driven, and the main needs are Rest, Duty and Social,” said game producer Louis-Pierre Pharand.

The sequel will feature SmartTerrain Points, or features in the terrain that NPCs in the game will interact with, in order to satisfy those needs. But while the game would tout wildlife congregating at food and water sources, Ubisoft’s description of soldiers retreating to base camps during the night to rest clued avid gamers in to a similar AI once dominated by GSC Game World‘s S.T.A.L.K.E.R.: Shadow of Chernobyl – the needs-related A-Life system.

More on the game will probably be revealed at the October issue of PC Gamer, if not leaked in detail already by various PC fans all over the world.

Via CVG

It appears that Ubisoft has taken the Far Cry franchise as its own and threw away certain aspects of the original, leaving a small share of past mechanics for previously announced Far Cry 2. As reported, players won’t be stepping into the shoes of Jack Carver anymore, nor will there be any Trigens to deal with in any part of the story.

Far Cry 2 mysteries unveiled: not the Far Cry you knew - Image 1 

The savannas of Africa have been confirmed as replacements to the predecessor’s Madagascar setting, offering more space, line of sight, driving room and sniping opportunities than cover in dense vegetation. Ubisoft, however, assured PC gamers that Far Cry 2 will stay exotically comparable to the original, but less on the story and more on gameplay mechanics.

The player will partake in a plot to eliminate an arms dealer who has been selling to both sides of a conflict in a weakened state in Africa. Instead of mutated abominations to gun down, the player has soldiers and animals to keep a keen eye out for; apparently, they’ve become the game’s primary adversaries.

And instead of the tongue-in-cheek humor we’ve all come to love, Ubisoft is preparing a “simple drama management system” that will populate two large and fully open worlds with key characters. That same system will then assure that the bits of dialogue and the plot converge toward “major climactic events” in the game, propelling the player forward through the plot.

With regard to exoticism, Far Cry 2 will instead feature an improved artificial intelligence that is more behavioristic, allowing NPCs in the game, including enemies, to dynamically decide upon and undergo tasks in a day-to-day basis. “Our AI is needs-driven, and the main needs are Rest, Duty and Social,” said game producer Louis-Pierre Pharand.

The sequel will feature SmartTerrain Points, or features in the terrain that NPCs in the game will interact with, in order to satisfy those needs. But while the game would tout wildlife congregating at food and water sources, Ubisoft’s description of soldiers retreating to base camps during the night to rest clued avid gamers in to a similar AI once dominated by GSC Game World‘s S.T.A.L.K.E.R.: Shadow of Chernobyl – the needs-related A-Life system.

More on the game will probably be revealed at the October issue of PC Gamer, if not leaked in detail already by various PC fans all over the world.

Via CVG

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