
This laziness can be noticed from other design elements as well, as the developers constantly try to cover up simplistic design choices with farfetched logic and petty excuses. It would have been much more interesting if taking jobs from one faction would influence the rest of the game and, ultimately, the outcome, but it's almost as if Ubisoft were too lazy to add such complexities to the game's core design. Some quests will turn out a bit differently depending on who you worked for first, but in general, there's no real way of giving your playthrough of the main game a personal twist. The flaw here is that you will have to complete all missions from both the APR and the UFLL faction if you want to progress through the game. While your ultimate goal is to find and kill a man named The Jackal, an arms dealer who supplies the country's two warring factions with weapons, you will have to take missions from said factions first in order to obtain information about The Jackal's whereabouts. The mission system itself lacks a bit of direction. This will often make the quest a bit longer, as you'll have to go through some extra steps, but ultimately these extra steps will facilitate accomplishing your main objective. The primary function of these buddies is to offer alternative ways of completing missions. Instead, you can choose the character you play as from about 8 different mercenaries.Īfter choosing whatever character will serve as protagonist, the remaining mercenaries will appear as buddies throughout the game.

The sci-fi elements from the Far Cry 1, as well as its protagonist, Jack Carver, are completely absent in this 'sequel'. Far Cry 2 trades in the tropical island from the first game for a lush jungle environment in an unnamed country in Dark Africa. What can be said with a fair amount of certainty, though, is that the game is likely to disappoint those who were expecting a genuine follow-up to Far Cry, seeing as Far Cry 2 isn't as much as a sequel as it is a liberal reinterpretation of the original. And even after 2 years of experience with the title, I still don't know what to think of Far Cry 2. Ubisoft's interpretation of the sandbox first person shooter can amaze and disgust me in one playing session.

But most importantly, it is awkward in the sense that the game is a mixed bag like no other title out there. It is also awkward in the sense that it constantly switches between visceral realism and logic-defying quirks. It is awkward in the sense that it is the sequel to the original Far Cry from 2004, but moves further away from that title than Crysis, the spiritual successor that Crytek created after selling the Far Cry IP to Ubisoft.
