Tuesday, 21 October 2014

Notes on Far Cry 2



A few things I've noticed while playing Far Cry 2, and what I think about them.


  • The "Statistics" menu on the pause screen is pretty exhaustive - days passed in game, bullets fired, upgrades purchased. But it doesn't have a total of how many people you've killed. I think this is to stop killing from becoming a kind of aspiration, like something you're trying to achieve or obtain. It means you can't boast about how many people you've murdered. Also, it helps keep up the pretense and the realism. It's hard to get absorbed by John Marston's regretful cowboy act when you can hit start and see he's killed 500 people or whatever.
  • The way guns deteriorate is to stop you getting too attached to them. You might have a preferred model, but the fact you have to keep switching it out means you never lose sight of the fact that this is a tool, exterior to you and your body. I've written before how guns in Call of Duty feel like a natural extension of your character, rather than something he's holding. Having you repeatedly drop and pick up guns in Far Cry 2 puts subtle emphasis on the fact that your character is not simply A Gun and that he is consciously choosing to kill, as in, he is actively picking up weapons in order to commit murders, rather than start every mission with one attached to his hands.
  • Your objective in many missions is to artificially prolong the in-game conflict. When a foreign special forces team arrives to intervene, you destroy their supplies, forcing them to retreat. Likewise, you destroy a plant manufacturing a remedy for Malaria, meaning that the side creating it cannot use it to curry favour with the local populace and gain the upper hand. Just as you, the player, profits from Far Cry 2's violence, i.e. you get more time with the game and more "fun" from playing it, your character does also - he's a mercenary who wants the war to continue for as long as possible, since it keeps him in work. You are both interested in extending this war, for your individual gain: the player gets more missions; the character gets more money. As Patrick Lindsey has written, this is a game that, rather than use violence as a way to discuss themes of politics or pacifism, is simply ABOUT violence. The violence you commit begets more violence, and so on. Your objective is to be violent.
  • When you enter an area containing game-essential NPCs, like a mission collection point, your character automatically puts away his gun - your hands become empty. However, when you enter a town that is under ceasefire, your character holds the gun up, keeping it pointed away from people but still present - still on-screen. It would have been simpler for the animators to use the same "guns away" animation for when you enter the ceasefire towns, but I think they opted to keep your gun visible since it implies the fragility of the peace deal that the warring factions have negotiated. Your gun isn't in use, but it's still present, and you can, if you like, aim it and fire it. You walk through these areas both armed and unarmed, both at war and not at war. It's a comfortable visual marker for the political instability of your location. 
  • Your enemies have fantastic dialogue, either calling you out or hurriedly talking among themselves about what they should do, where you might be hiding, etc. I rarely hear anything repeat - it's as if every guard is unique. Creeping up on one location, I heard a man saying "this feels wrong, this feels so wrong. I want to go home. I just want to go home." Part of my objective was to kill him. I felt absolutely awful. 
  • More to follow. 

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