 And the crowd goes wiild...
Well, as I stepped into my office today at Pixelrage headquarters, my young secretary smiled and let me know my beer and bitches were waiting on my desk, next to my $5,000 gaming rig and everything. This is not how it happened exactly, and I don't really have an office, nor does Pixelrage have headquarters, but hey, we could pretty much have something, especially now that we received 'Official Press Preview' version of games, courtesy of UbiSoft Romania.
Twist My Hands
Obviously the game at hand here is Farcry, one of the most anticipated shooters of 2004, and I'm just not going to go into 'shooters are the only thing we anticipate for 2004', that's a different story, don't even get me started. As I'm sure you've read a lot of previews and even played the demo, I'm not going to discuss the general details that could be noticed there, I'm just going to point out the differences this, ahem, Official Press Preview version has from the demo and how they make the picture a little more clearer as to what the final product will be like.
So the two CD's we got include 5 levels, namely Training, Carrier, Fort, Research and Archive, where 'Fort' is the one from the demo. Speaking of which, certain limitations that were present in the demo still are in this version as well, like some details being stuck on 'medium', unalterable render mode, some sound settings greyed out as well, plus the third person view when driving vehicles is not here yet. Also there's no multiplayer, as that section is thoroughly tested in a separate beta. The system I'm running (Athlon 2600+ with Radeon 9800 PRO) had a hard time trying to play a smooth game in the demo, but now things have clearly improved performance-wise.
So, except for two locations across the game, the frame rate was a steady 40+ while outdoors, and never dropped below 50 while indoors, 1024x768, full details. The performance leap is impressive, which leads me to believe that the final game will be playable for most systems without having to cut down on the eye candy too much.
Crush My Feet
Another thing that stands out here is the way you do combat. While the demo somewhat allowed a 'guns blazing' approach, this preview makes it clear that 'Quake style' gameplay is not intended for this title. Although the first level, called 'Training', pits you up against undemanding foes that can be easily taken down, the difficulty of the game increases as you go on. Why is it any different? Well, for one, there are a whole lot more mercenaries, which results in more guns pointed at your ass, which sometimes results in more 'Load Game' situations.
The AI seems to hav improved a bit as well. These mercenaries are good team players, they cover each other up, answer calls for help, coordinate their attacks as to flank you or even go round your position and attack you from behind, all of this while being aware of the surroundings, taking cover behind trees, rocks and crates and whatever. The cherry on top is a team leader, a commander of sorts, that yells out orders, which the mercenaries obey and thus are even more efficient in giving you a hard time surviving; excellent idea and good implementation.
All these things sum up into a very interesting fight, that goes something like fire a couple of rounds (preferably 'in' rather than 'at' your enemy), take cover behind a tree, 'crazy Ivan' for a quick check of your six, turn back around and fire a couple more rounds, check your ammo, and sometimes just hope you make it through in one piece. A stealth approach, as opposed to the guns blazing approach, doesn't always work either, because it's hard to spot your enemy through the bushes, while he's got no problem noticing you, but that's balanced by the fact that he lets you know when he notices something, you know, Thief style: 'Is someone there?' 'Hm, must be hearing things.'
The 'Research' level has you going through a mercenary base, to a cave where some shit happens, that's not the point. The point is it's very tough but also very rewarding as well. I desperately ran the last hundred or so meters left to the entrance of the cave because I just couldn't cut it anymore, I was being overwhelmed, screams, explosions, flying grenades, thundering bullets, flashes and smoke, I could even imagine pain and sweat and everything, what can I say, great feeling. When indoor, things kinda change. The 'Carrier' level is about you exploring a rusty old World War II aircraft carrier and giving the tight (nonsexual) nature of the location, the AI is left with little space to manuver into surprising you and attacking you efficiently. 
And then there's the 'Archive' - some sort of research lab that pits some less human enemies at you. They're not monsters or aliens or shit like that, but rather regular humans that have been genetically tampered with, you know, with a super-soldier purpose in mind, anyway, they kinda look like Doom 3 characters, which is not bad at all, actually. What's bad is that on medium difficulty settings, two of these guys just ignored my 100% life and armour readings and ripped me apart in less than three moves, elegantly and swift, because they're faster, more accurate, and unlike the mercenaries, they have no problem with fighting indoors.
Bend My Spine
Both the indoor and outdoor levels are very large and allow for more than one way to reaching your goals, as you could tell from the demo. Crytek's engine allows for beautiful textures, like in 'Carrier', where rusted surfaces and other realistically coloured textures make for a very credible level that gives you the feeling 'you're there'. Ranging from pixelshaders to poly-bumps, everything looks very nice. Characters are modelled and animated very realistic, though that 'plastic' feeling still exists somehow, but hey, it's only games after all. If you add excellent physics, bullet-impact traces on almost everything and the overall polished impression this game gives you, you get an extremely immersive experience.
There's also the dynamic lightning that's worth mentioning, because its increased quality is more noticeable in this review than it was in the demo, and then there's the deformable terrain, you know, grenade crates, rocket holes and stuff. That doesn't exactly mean you can up and dig your mother's grave or something like that, because the degree of deformability is limited, which means you can only alter terrain in limited 'amounts' and only in certain locations, like the beach or something like that, mainly an open, free of artefacts, surface. Therefore you can't go digging trenches in the jungles, the game just won't allow it, too complex right now. Imagine a hole being blown in the vicinity of a tree - normally the tree should fall or be thoroughly shaken at least, but probably the developers said not to go there yet, their game hogs the processor hard enough as it is. I wonder if instead of hugs I could have said humps and the meaning would pretty much stay the same, but with a mild sexual touch. Hmmm...
Crack My Skull
Farcry's advanced technological stuff adds a lot to the overall great feeling of the game. Huge environments, breathtaking landscapes and the ever-new jungle give you an explorer's feeling, always seeking out the new, eager to go on just to discover some never before seen graphical marvel. It's not just technical, it's great design as well. A waterfall pouring into a little gulf, the water perfectly reflecting every single detail of the tree covered coast, while underneath fishes rush by in packs... the 'Research' level sunk in a sweet crimson sunset... the lonely aircraft carrier of impressive proportions, drifted on the beach... oh, hold me, my love. The indoor levels aren't that rich in details, not that it lacks any, it's simple and not overcrowded, just the right amount of effort having been put into creating a very credible atmosphere, with realistic decor, credible displays and superb lightning. 
So graphics and AI are what Farcry has to boast with. The overall impression is that of freedom of movement; vast locations, detailed environments, excellent physics, vehicles, holding your breath while sniping and other shit like that, make Farcry stand out from the 'just another shooter' category. It's not innovative through anything, but the attention put into graphics and artificial intelligence, the care for details and the great atmosphere make this something for FPS enthusiasts to fiddle with for quite a while. Like I said, this game is not that innovative, but as long as it keeps you glued to the chair, it doesn't really need to be.
Pull My Finger
So there we have it, long before Doom 3 and Half Life 2, Farcry will be the product that will nail your PC to the floor once it hits the shelves. Great graphics and better AI are very demanding, even of newer PCs, so again, the time for upgrade is near. Get that extra RAM, overclock your CPU a bit, try buying a DX9 card, it's obvious you can't go on playing new games with a GeForce4, not the way they're meant to e played, at least. What?
Oh, the save system is consolish and weird. The game automatically saves once you get to some specific location, but you can't save there again if you return. You can also have a 'save' screen pop up in the middle of a fight, though that rarely happens and surely will be fixed. And the main character's voice sucks, not as tough as he'd like himself to be I guess. Oh, and the sky is a freaking JPG, but other than that it's OK.
I can't really give a verdict just yet, but if shit gets fixed and the remaining levels of the game are just as polished, we could have a winner right here. Multiplayer should be an important factor as well, so if everything turns up all right, good for us, if not, whatever, we've had our fun with this press preview/beta shit. Oh, and maybe a sequel later? Or it's just me, running away in the corn field, Timmy, no, put that knife down, let go of your sister! |