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Finally finished the game; a few rants (some spoilers)

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Wolfgang Abenteuer
Posted 8/3/2009 11:31:34 PM
Just want to say, overall a fun game. It'll be a while before I play it through again, but it wasn't bad. Liked the Jackal character, unfortunately I got the #8 tape glitch so I never heard any of the tapes beyond #9. =/

At any rate, on to the rants:

1) Why do the guards respawn if you just take a walk around the corner? When I went to Goku Falls to kill the leader, I went the back way through the dock, killing the guys on the dockside. By the time I reached the top of the cliff, they had both respawned. Another time I killed some guys at a guardpost, went down some railroad tracks before realising I'd went the wrong way (maybe 10 seconds worth of driving), turned around, went back the side of the mountain, and ALL THE GUARDS WERE BACK. Where the hell do all these guys come from?!?

2) What is the point in doing the gun shop missions aside from getting the guns a bit earlier? And in reality if you skip them the time you save doing so will allow you to get the guns quicker by finishing the acts quicker.

3) What is the point in doing friend missions? Is there any? You don't get diamonds, you don't get safehouse upgrades, you don't get reputation...all you get is more stupid **** to do and another reason to drive halfway around the world. And speaking of friend missions, how is it that your buddies are clairvoyant enough to know the precise moment in which you get a mission from the UFLL/APR and give you a phone call telling them to meet you somewhere, yet when you kill the drug dealers or blow up whatever **** they wanted you to blow up you have to go all the way back to the damn bar to inform them of it?

4) And another thing with buddies, why can't they give you quests in succession without making you leave the map screen and return? I go to Mike's, get a quest, do the quest, return to Mike's and turn in the quest, and after driving back halfway to Pala, THEN they tell me they have another mission for me. Are your buddies just sitting in the bar laughing their asses off thinking up new reasons to make you do more driving? And it's obvious that they have phones, so why can't they just CALL you and give you the mission instead of making you drive back to the bar?! And in the same vein, why can't you call them and tell them the mission's done? The unnamed guy on the cell tower phone knows exactly when you've killed random assassination target X, why can't your buddies? Plus, even doing the supplemental missions for them is pointless since your safehouses just reset at the beginning of the next act anyway.

5) 221 briefcases with diamonds. You think that's enough?!? At first I thought I'd try to get every diamond before ending up getting bored out of my head while looking for the little blinking green light to go off. So what I did instead was just start a new game and not bother to look for any of the diamonds. Finished the game only buying the PKM, M1903, and M79 along with the ammo, accuracy, and reliability upgrades. Nothing else was needed, and I still had over 200 diamonds left over without doing a single side mission or opening a single briefcase (aside from the one in the tutorial). Why did they have to make 220 extra briefcases worth 1-3 diamonds each? 50 more worth 8-10 each would have been plenty. 220 was just overkill.
Wolfgang Abenteuer
Posted 8/3/2009 11:31:50 PM
6) Malaria pills. I once did two underground missions without using a single pill, then when I receive my third underground mission I end up having to use one and lo and behold, it's my last pill! So were the other two bottles I got empties? Did I get gypped? Should I go back and RPG the snot out of those safehouses that cheated me?

7) Gun jamming...why? What is the damn point? I can appreciate that weapons you pick up from enemies are dirty and prone to jamming; I get that. It gives you incentive to purchase guns at the arms dealer. But the guns you get at the dealer should never jam. It's not like you have to go back and buy them again, you just have to go back and pick up a new gun off of the wall, which amazingly is replaced by yet another new one right before your eyes. Did they need to give you another reason to have to drive around?

8) The credits screen, does it ever end? I watched it for well over 5 minutes waiting for a 'The End' screen and nothing happened. I couldn't even press ESC to send me back to the menu and just ended up using the console to quit (thank the gods for unambiguous console commands :p ). I got the feeling the credits were just looping. Maybe that was just me.

9) The driving. So much driving. Even with the buses I was tired of driving by the end of it. I think I'll ride a bike to work tomorrow...

But overall the guns were a helluva lot of fun to play with and blowing **** up is always a treat. I love it when you shoot a guy that had launched a wire-guided missile and after he dies the missile just goes ape**** and flies all over the place. Plus since the story left a lot open for a FarCry 3 I'll be interested in seeing what they do with that.
dataschmuck
Posted 8/4/2009 11:01:40 AM
I agree with everything you said, except the diamond hunting part. I found the treasure hunting the most enjoyable part of the game.

And the credits do not loop. They eventually end with about 20 disclaimers on not stealing the game, don't try this at home, drive safe, etc. Then it returns to the main menu screen.

I sat through the credits of BOTH endings, nothing different, at all, just long boring credits with the same two songs repeating over and over.
Jooj
Posted 8/9/2009 5:56:44 PM

Meh try using any firearm out in the desert with grit or in the jungle with mud and you'll discover weapon jamming pretty quickly. I liked it, annoying as it was.

Jooj
Posted 8/10/2009 3:18:42 AM

I started my own thread along the lines of this, but now I'd spotted this thread here's my list of gripes, even though I like the game. Ok, there's plenty FC2 gets right, I love belting through the weldt to get to my target, sniping from a great distance under the desert sun, or creeping round in my camo suit with silenced weapons to plant explosives (the easiest way to assasinate someone escpecially in the ceasfire zones), watching the mass explosions that result from fires etc. But there's lots they got wrong. Here's my personal list, and it's a long one.

1. The plot: what plot? The stories behind some missions work fine, but I try not to think of the overall plot, it spoils the game. Here you are, a drug using murderer, shipping arms all over the place, blowing up convoys to secure your own personal weapons supply and you're painted as some sort of hero out to do the world a favour by ridding it of the jackal?

Let's face it, little you do in the game is in the name of tracking down the jackal, you just get a cut scene at the beginning that hints you're eventually going to have to face him. You're just going around committing mass murder and shooting up. Wouldn't this played out with the main guy painted as some sort of anti hero or amoral mofo, in a sort of grand theft africa meets heart of darkness? You'd prolly end up taking out the jackal anyway just to take over his business. Though there's a couple of points where you can make moral decisions what about more nice guy missions? what about your character starting as a drug addicted maniac and through the choices he makes, missions he does or maybe even the way he resolves them, he either repents or becomes worse? Meh maybe I've been spoiled by bioware. the possibilities are endless.

Why are the pylon assassination missions all the same? Wouldn't this be an opportunity to build things up a bit and add backstory?

2. Why the map restriction in act 1? First impressions count, and the map for act 1 seems kinda samey and small. When you're in act 2 you can return to the act 1 map, so it's clearly not a technological limitation , so why the restriction? Why not let players stray in to dangerous territory if they want? To see the sights etc. See how big ubiaftica is?

3. Bad map design, the main complaint I have here is things like the distance to the bus stations from the main towns. And between the bar/weapons shop in act 1 and the nearest bus stop and main town ... not to mention that freaking awful ford I always screw up. Though I enjoy driving out to missions spending 5-10 mins each time I do a mission to collect/upgrade weapons then get to the bust stop I want to is madness.Wouldn't it have been better to put everything a player needed to start a mission in the town before he/she ventures in to the great out doors? Ok, so not all missions start in towns, but you get my point. They just don't seem to have thought things through.

4. Save Games: why no checkpoint system with autosaves immediately before and after completing a mission and every time you enter a safe house? What's with the console version only save at safe houses (erm ... I think). Maybe it is a console limitation but save files are 4.5k in size, surely a console can accomodate that?

5. The buddy system doesn't make sense. If they were going to have buddies, they should at least let them accompany you missions with rudamentary controls (e.g. 'Attack', 'Cease fire', 'Form Up'). Having them magically appear when you're wounded just doesn't make sense and breaks immersion.

6. Why does the weapons dealer disappear when he's not available? No other mission givers do. Wouldn't it have made more sense and been easier to program just to have him there all the time? Have him offer missions and the player be told they'd cancel their current mission if they accept, just like everyone else? Maybe even have him explain he has no more weapons left to offer when all the missions have been done to avoid player confusion?

7. Why are there no weapons descriptions in the weapon shop catalogue? Are we supposed to guess at their use/capabilities? Why isn't the name of each weapon written on the wall next to where it hangs in the player's weapons room? Why doesn't the main character make some comment about each weapon as you point at it. Yhey could even just have text pop on the screen to say what you're looking at, some of those guns are rather samey. Why do weapons drop to the floor when a new one is taken. Why not just have the previous weapon disappear? Not realistic, but then more realistic than the current 'everlasting supply' situation, I'd argue. Why don't they let you draw a weapons in the weapons room to make sure you have the right load out and are all ammoed up?

8. The action/hand system is awkward and seems a bit dated, Why do they make you press the E key so many times just to have a conversation? Couldn't they have adopted some system that let you know what you were about to do when you press E?

9. The fortune pack weapons should have to be earned rather than just being given. The crossbow seems far too powerful to me (for a 'freeby').

10. Numerous other miscelaneous immersion breakers:

a. infinite ammo in vehicles, something even FC1 didn't have. I do heart the infinite grenade launcher on my jeep ... but not very realistic is it?

b. The pylon assassination missions: how do they mark that thing on your map? How do they transfer diamonds to your account?

c.Instantly regenerating checkpoints.

d. massive waterfalls you can stand under with out illeffects, not even buffetting.

e. Objectives and other 'in game' information placed on the same menu as options, load, save, exit etc. Haven't they heard of the cool 'journals' etc other games use? Why not put the current objective at the bottom of the map? Why make you visit a safe house to activate this feature?

f. The lack of animations for people getting in to and out of cars. They just stand there as if this was done as a placeholder for the animations when they were finished. What happened, did they just forget to do this? Did they decide 999 different animations of you pulling shrapnel out of your arm or being rescued by your buddy were more important?

g. The keys to the safe house: would it have been too much for them make you walk up to one of the fallen bad guys (say the last one you kill to clear the safe house) to pick up a key to unlock the door rather than the magically opening system they opted for?

h. Why are the weapon storage lockers visible in safe houses when they're not available? The whole safe house system doesn't really make sense, but meh.

i. Act 2 begins with a huge battle, when you return to town the place is completely recovered and the two sides are coexisting peacefully. You can even go back to the act 1 map and visit it if you like (more of that next) and it's all back operating as normally, even in the main starting town.

h. Why are the main towns generally occupied by both sides? Wouldn't it make sense to have different ones with check points at the borders for the territory for each? What about a reputation system to decide various sides reaction to you?

k. Can't switch lights on or off on vehicles.

l. The bus system, not that I don't like the fact it exists, it just doesn't make sense in the context of the game.

10. Obvious bugs:

a. People who face the wrong direction and still manage to hit you when they shoot.

b. Snipers who can see you through trees.

c. Graphical glitches after playing for 6+ hrs (!). Possilby my graphics card overheating

d. EAX is ... well ... it doesn't really work. You can hear people talking 300 yards away as if they're right next to you.

There you go. Like I said I think this is a good game. That I like it so much given all of the above shows just how well they did with what they did right. I just can't work out why they did some of these things, it could have been so much better.

Jooj
Posted 8/10/2009 3:19:56 AM

Gah tried to delete my original thread but it won't let me. :(

Wolfgang Abenteuer
Posted 8/10/2009 2:49:40 PM
Another thing I should have thrown in my original list which Jooj just made me think of was the different missions; why can't you take on more than one mission at a time? There are essentially:

•Main (UFLL/APR) missions
•Buddy missions
•Weapon shop missions
•Assassination missions
•Underground missions

The only one that you can have as a supplemental is the underground missions. Any time you try to take a new mission for, say, the weapon shop while you already have another mission underway it will erase your current mission. Why can't I have more than one? Is the protagonist attention deficient and can only focus on one thing at a time? I think that if they would allow you to have one of each type of mission active at once it would make the game more about action and less about driving.

And yes, the instant respawning guard posts...good grief. Maybe instead of making them respawn after leaving an area or region or whatever arbitrary zone system they used, they should have a flat respawn rate of 15 minutes. That way if you kill some people, drive around the corner to blow something up and then come back you won't be fighting the same guards again.
Jooj
Posted 8/10/2009 3:15:56 PM

Btw I discovered there is an on off key for vehicle lights so forget that one.

I just played the end missions. What can I say? Laughable! That said there are some great moments. It reminds me a bit of The Witcher in terms of the plot that doesn't quite make sense, except this probably makes slightly less sense and the developers don't have the excuse of being non-native english speakers (I understand much was lost in the translation of the Witcher in the english). Either they decided they had to release and kinda released what they had in terms of plot, or they asked for more time and the management said "well the game is rather pretty, do computer games need a plot?".

Unfortunately I doubt it will have a free 'enhanced edition' like the witcher in which they try to tidy things up considerably.

Wolfgang Abenteuer
Posted 8/10/2009 3:54:04 PM
Interesting you should compare FC2 to The Witcher. It's (The Witcher) one of the best games I've played in quite a long time and I thought the plot was great, somewhat confusing main mission in Chapter 2 notwithstanding (I couldn't stand the voice acting in EE so I only play 1.3 now). There's a lot of depth to the characters and their histories with Geralt and with one another, whereas the plot in FarCry 2 was more of 'Here you are, now go kill the Jackal' and that's about it. The characters, buddies, and even the faction leaders or the random people working with them, have very little if any backstory and no plot within the game itself. Hell, you don't even know the names of the people you go to assassinate or why you're doing it, you just pick up a phone, get a 'Target of opportunity' marked on the map, and go kill an unknown person for an unknown reason. Maybe that's to play into the whole 'don't ask don't tell' mercenary philosophy but that would seem like a bit of a cop-out.

Just somewhat odd you'd compare it to The Witcher, of all games. At least I know you have good taste in games. ;)
Jooj
Posted 8/11/2009 12:26:17 AM

Well, yes. The witcher does have a better plot even if you have to second guess what they mean some of the time, in the english version at least.

I don't really understand why they tried to pitch FC2 as 'the hunt for hte jackal' either. Because it isn't. Other than the opening scene, a bit in the middle and the end he has nothing to do with it. Why have that opening scene, and the constant reminder every time you load the game? it's just not the case and rather than adding to the game, it takes away, since you're constantly wondering how and why you're supposed to be hunting this jackal and in the end you end up helping him anyway (for no apparent reason).

As well as the pylon missions I think they missed some other opportunities:

Vehicle upgrades could have been from civilians, e.g. the fishing boat upgrade from a guy who works at the docks somewhere, you have to protect him on a fishing run or something and they he tells you 'how to get the best out of these beauties' or something. A mechanic needs a truck containing parts brought from A to B for the truck or a package of tools picking up from the post office and delivering to him for a road vehicle upgrade.

They might even have made some epic missions cross-map. Why was the whole of part 1 in the north and part 2 in the south?

They might have had some genuine jackal missions (not necessarily to kill him but working for him). Essentially making him one of the fadctions.

Rather than just one mission at the end in which you get to decide which characters survive you could have had a seperate 'game end' mission for each of the factions int he game or something, which you'd gain access to by gaining a certain level of reputation with them,

This is also a game that was dying out for lean left/right controls.

See, you've started me up again. The list of improvements that could have been made is endless.

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