5.8 is still more than half. And positive reviews aren't fair?
I'm surprised they actually retained many of these features in the first place, even if they're a little watered down. I didn't even know about half of them. Enemies being able to revive each other is a cool mechanic, and honestly how fast it is in FC3 compared to 2 isn't that big a deal, it fits better with the pace of the game but is still something you can take advantage of. The biggest difference I would give a shit about is the HUD, FC2's was extremely minimal but 3-5 bombard you with information.
Why are you only showing half of that, game journalist reviews don't mean shit
https://files.facepunch.com/forum/upload/716/eb1f38dc-aae9-475c-96a9-b5723b7bbdae/image.png
I've done nothing but shit on the game and I'd still recommend it for 10$. The only reason people seem to care for it are a bunch of silly gimmicks while wearing nostalgia goggles for an era in gaming that still honestly isn't as good as the one we're in now.
Kay, but outposts in FC2 respawn 30 seconds, or less, after you drive through them.
I don't think people who wanted respawning outposts wanted that.
That to me, is still the hardest part of playing FC2, and why I don't like it as a general game.
I don't want to clear an outpost, drive through, turn around 30 seconds later, and fight all over again.
It adds to the nonsense of weapon degradation and otherwise.
For real, respawning outposts would be cool if done in a way that makes sense, like warring factions, and it would need the ability to disable that outpost for a longer period of time
lets split a map between two factions, red and blue. If you're deep in red, it'll respawn as red, but if you're between the border, it'll move to blue, with the border constantly shifting randomly and any outpost along it being at risk.
I've been waiting for proper warring factions since Far Cry 3. Ridiculous missed opportunity that they never do it.
Wait, you were supposed to take one of the million guns on the ground with you???
Okay but weapon degradation is not fuckin' nonsense though. As you all surely know from my previous posts in this thread, I do not think Far Cry 2 is a masterpiece of even a particularly good game at all, but the weapon degradation, in the way it was implemented, was great.
It rewarded good planning and weapons diversity in your loadout, and it punished deviating from your plan and made some situations real tough. You picked your loadout for any mission in the armoury, at 100% condition. This is what you planned to use. You brought a sniper but got ambushed or spotted too early? Well holy hell, you're in trouble! Time to adapt to the situation, mate! You can try to fight your way out with your secondary, or you can ditch your sniper for a rusted-to-shit AK and try and fight your way out with a more suited weapon, running the risks of jams and breakages? Situation changes and you suddenly need an RPG to take out a vehicle giving you shit? Well, pick one up from the dirt and pray to god the rocket loaded isn't a dud!
With a well-rounded weapons-loadout where you feel you can rely on all three firearms, you'll never ever even face the weapon-degradation system at all. Bringing a weapon from 100% to the point where it jams or breaks took hours of game-time, and you'd easily be able to grab a new one at the armoury way before. It only mattered when shit hit the fan, and in that case, only added to the impressively tense firefights that results from being caught off-guard and unprepared.
Far Cry 2 has lots and lots and lots of flaws. More flaws than shiny-spots, I'd say. However, the weapons degradation system was not one of the flaws unless you were an idiot and literally did not know how to play the game.
I mean I don’t think everyone who doesn’t like it is an idiot.
I don’t hate the system but it had problems, and I would really have to go back and replay it to relive how I felt about those things.
Disliking it doesn't make you an idiot, but ever encountering it in the first place in any degree that could be called problematic would require you to play like an idiot who never ever visits the armouries dotted all around both maps.
Im probably just going to play it again to try and remember how it felt
I know from my memory of it I must have been an idiot cause it was always a problem
I haven't played FC2 so I can't speak to whether it's boring piece of crap or whatever. I also haven't played FC5, so I can't speak to its quality either. I have played FC4, though, and even though I played at a friend's when we were a bit hungover with fuckall to do, I was bored with it within an hour, which is a sorta bad sign for an open-world game.
It's entirely possible that FC5 is amazing and great (and my FC4 is really more of an aside than anything), but even if FC2 is a boring pile of shit, I find it kinda sad that attention to detail like that has stagnated or even regressed. Maybe there's a reason why Ubisoft is making bank and Crytek is down the shitter, but it's kinda sad to see gaming not move forward in all areas.
My real complaint is that AI in games hasn’t gotten any better.
FEAR didn’t have great AI but it did a lot to trick you and play smart. We need more of that.
I find it beyond strange that Ubi has latched onto the theatrical villain storyline so hard as the MAIN element of Far Cry. The original is hardly even discussed when discussing the series. As though they looked at Far Cry 2, wondered where they went wrong, and somehow came to the conclusion that their failures with the somewhat boring villain guy from Far Cry 2 was the main problem.
Granted- that decision is a significant factor in why Far Cry 3 was so awesome at the time, buuuut if it were my game company I would much rather see the incredible level of fidelity with the interactive environments and enemies be iterated upon rather than a big theatrical story which, in my mind, is more of a backdrop for the actual map. I believe I wrote a big post like this before pertaining to GTAIV vs V, but it still holds true as ever. Games like GTAIV, FC2, Crysis, Metro 2033 had a different, more detail-oriented approach to graphical fidelity as compared to their more modern counterparts that I prefer. Think CoD:Ghosts 12038712038712 poly infinite tessellation or Metro 2033 looking better than the Redux version.
One thing that really hasn't helped with simple A.I. these days is how games nowadays enable the player with wallhacks after eyeing the enemies for a bit.
Nah you're supposed to get guns frm gun shops because it takes about 2 hours of constant firing for them to break and only use the really shitty ones from enemies if you run out of ammo.
Those are indeed some nice details Far Cry 2 has but none it made the missions any less repetitive or tedious to do. The only good character in the game was the main villain and the number of times you get to hear his actually good dialogue (excluding the tapes) can be counted on a single hand.
I was referring to the glitch where you can infinitely grab a gun from the walls, ending up with hundreds of spare guns on the floor
While I agree that the respawning outposts in FC2 where implemented badly I'd still take it over FC3s "oh you cleared all the outposts now the game just has no enemies in it".
Wot, thats not a glitch
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