Introduction
Far Cry is a tactical,
first-person shooter set in an amazing tropical paradise.
The game begins with our main character Jack Carver, a charter boat
captain based in the South Pacific. Jack has been hired to take
an ambitious journalist named Valerie Cortez to the Island of Cabatu
so that she can take pictures of the little known Japanese WWII
ruins there. This is where Jack's journey begins. Along the way
Jack will meet more enemies than you can ever imagine. They come
in all shapes and sizes, both human and mutant.

Game
Features
Feel the Far Cry
Engine
The meticulously designed next generation CryEngine pushes the threshold
of action gaming with proprietary PolyBump™ mapping, advanced environments
physics, destructible terrain, dynamic lighting, motion captured
animation and total surround sound.
Cunning and complex
A.I. Tactics
Autonomous A.I. make realistic decisions based on observations of
the current state of the world. These highly-trained mercenaries
are designed to utilize environmental features, attack in groups,
divide & conquer, respond to player actions, and call in reinforcements
from air, land or sea.
Astonishingly tension-filled
non-linear experience
Unique game design encourages a combination of pure reflex shooting
as well as intelligent stealth. Draw out your enemies or perform
a full-on assault. It's up to you to use the vast environment to
your own advantage.
Heart-Pounding
atmosphere
Unique proprietary physics and lighting, adaptive audio, weather
effects, and day/night cycles provide a tropical setting so real
you'll never want to leave.
What you see is
what you play
Thanks to the Sand box editor, you can easily create and edit your
own terrain, foliage, textures, lighting effects, vehicles, missions
etc… Place enemies, build maps, and construct the world in which
you want to play.
Real-time editing,
bump-mapping, static lights, network system, integrated physics
system, shaders, shadows and a dynamic music system are just some
of the state of-the-art features that the CryENGINE™ offers.
The CryENGINE™ comes complete with it's a bevy of internal
tools and also includes the CryEDIT world editing system. Licensees
receive full source code and documentation for the engine and tools.
Support is provided directly from the R & D Team, and teaching workshops
can be arranged for your team to increase the learning process as
ongoing improvements to the engine are made.
The engine supports all video and hardware currently on the market,
and new hardware support will be constantly added as it becomes
available.
CryEDIT: A real-time game editor offering instantaneous
"What you see is what you PLAY" feedback.
Renderer: Integrates indoor and outdoor technology
seamlessly while offering rendering support for OpenGL & DirectX
8/9, XBox using latest HW features, PS2 and GameCube.
Physics System: Supports character inverse kinematics,
vehicles, rigid bodies, liquid, rag doll, cloth and soft body effects.
This system is directly integrated with the game and tools.
Character Inverse Kinematics & Animation Blending:
Allows a character model to have multiple animations that blend
in believable ways.
AI System: Enables team-based AI as well as AI
behaviors defined by scripts. This features affords you the ability
to create custom enemies and behaviors without even touching the
C++ code.
Interactive Dynamic Music System: This system dynamically
tracks and responds to the player's actions and current situation
while offering CD Quality playback in full 5.1 surround sound.
Environmental Audio & SFS Engine: Accurately reproduce
sounds from nature with seamless blending between environments and
interior/exterior locations in 5.1 audio. Includes EAX 2.0 audio
support.
Network Client and Server System: Manages all network
connections for the multiplayer mode. It is a low-latency network
system based on client/server architecture.
Shaders: A script system used to combine textures
& produce visual effects in different ways. Supports real-time per-pixel
lighting, bumpy reflections, refractions, volumetric glow effects,
animated textures, transparent computer displays, windows, bullet
holes, and shiny surfaces.
Terrain: Uses an advanced heightmap system and
polygon reduction to create massive, realistic environments. The
view distance can maximized to an unprecedented 2km when converted
from game units.
Lighting and Shadows: Combines pre-calculated,
real-time shadows, stencil shadows and lightmaps to produce a dynamic
environment. Includes high-resolution, correct perspective, and
volumetric smooth-shadow implementations for dramatic and realistic
indoor shadowing. Also supports advanced particles technology and
any kind of volumetric lighting effects on particles.
Fog: Includes volumetric, layer and view distance
fogging to enhance atmosphere and tension.
Tools Integration: Objects and buildings created
using 3ds max™ or Maya® are easily integrated within the game and
editor.
Polybump™: Standalone or fully-integrated with
other tools including 3ds max™.
Scripting system: Based on the popular LUA language.
This easy to use system allows the setup and tweaking of weapon/game
parameters, playing of sounds and loading of graphics without touching
the C++ code.
Modularity: Entirely written in modular C++, with
comments, documentation and subdivisions into multiple DLL's
| COMPONENT |
MINIMUM |
RECOMMENDED |
WE
RECOMMEND |
| Operating
System |
Win
98 SE |
Windows
2000 |
Windows
XP |
| Processor |
PIII
1000 Mhz
AMD
Athlon 1000 Mhz |
P4
2000 Mhz
AMD
Athlon XP 2000+ |
P4
3000 Mhz
AMD
Athlon 64 3000+ |
| Memory
(RAM) |
256MB |
512MB |
1024MB |
| HDD
Space |
4G |
4G |
4G |
| Graphics
Card |
GeForce
2 64MB
ATI
8500 |
GeForce
4 128MB
ATI
Radeon 9500 |
Radeon
9800 Pro
GeForce
FX 5950 |
| DVD
Drive |
4X
DVD |
8X
DVD |
16X
DVD |
| PCI
Soundcard |
Direct
X 9 Compatible |
Direct
X 9 Compatible |
Direct
X 9 Compatible |
| Internet
/ LAN
Required
for online game play |
64
Kbps upstream to play
512
Kbps downstream to Host 8 Players |
64
Kbps upstream to play
512
Kbps downstream to Host 8 Players |
64
Kbps upstream to play
512
Kbps downstream to Host 8 Players |
Review System Specifications
AMD
Athlon XP 2500+ @ 2.1 GHz
MSI K7N2 Delta-L nForce 2 MB
1024 MB Generic PC 2700 DDR
Windows XP SP1a
Direct X 9b
ATI AIW 9700 Pro
Altec Lansing 621 Ultimate speakers
Game Play
Campaign
(Single Player)
For todays review we are going to concentrate on the Single Player
or Campaign Mode. After starting the game up on the Campaign screen,
press Start to start a new game, or press Load Check Point and and
select a level to continue a previously saved game. The list of
available maps and check points depends on your progress through
the campaign.
As you
progress through the games levels you will be advised by either
video sequences or prompts on the heads up display (HUD) as to what
your next objective is going to be. This information can also be
accessed at any time during game play by pressing the "TAB" key
on your keyboard.
After
you get over the initial "OMG this game looks sweet" factor,
you will quickly notice that the artifical intelligence in this
game is fantastic. This is no run and gun, shooting everything that
moves kind of FPS at all. If you were to use that approach you would
be toast in seconds. The enemies are extremely adaptable. After
you give up your cover they quickly zone in and attack. Even when
you crouch and hide in the grass or bushes if you remain there too
long, your opponents will sneak around and take you down from behind.
I recommend that you use stealh to your advantage if you want to
survive. You will find many different weapon types and tools strategically
placed throught the levels. Below are a couple of images using the
binoculars that I picked up along the way. A nice feature with the
binoculars is that they will locate enemies at a distance and as
you zoom in you will also be able to listen to the conversations
the enemy are having.

Re playable? "Damn
straight!"
One
of the most important factors to any game is whether or not it carries
any replay value. In the case of Far Cry, it is just that factor
that inspired me to put this review together. While we all wait
for the likes of Doom III and Half Life 2, the makers of Far Cry
have implemented many of the features that those titles advertise.
The outdoor terrain used is beautiful, and the levels are huge.
There are multiple different routes that you can take to reach your
destination, and the results are different each time you try one.
You can drive land based vehicles, Speed boats, Zodiac's and even
take a Hand Glider for a spin at one point if you desire to do so.
If you are bored you can even shoot yourself one of the birds that
fly buy or roll a barrel or two down a hill to take out your enemy.
Sound Options
- Sound FX Volume:
Adjust the volume of sound effects and voices in the game
- Music Volume: Adjust
the volume of the dynamic background music in the game
- Speaker Setup: Set
up various speaker configurations (Monaureal, Stereo, Headphones,
Quadrophonic, Surround, Dolby® 5. 1)
- Doppler Effect: Same
as in table
- Hardware Mixing:
Check this to turn on the mixing of sounds in hardware
- Enable EAX: Check
this to enable EAX™ effects (needs hardware mixing)
- Enable Music: Check
this to turn in- game music on or off
- Music Quality: Set
the quality of music played in the game to low, medium, high,
or auto detect to automatically adjust the music quality to your
machine speed
Image Quality
When
it comes to image quality Far Cry is a step above most of the competition.
The colorful outdoor terrain kind of reminds me of a Serious Sam
game at first glance, but that is where the similarities end. This
game is more than capable of bringing most mid range PC's to their
knees if the image quality and eye candy is turned up. They also
offer 4 different shader effects that you can apply to the graphical
output. Default (good quality), Paradise (Bring on the 9800's and
above), Cold (takes away the very bright color scheme and adds realism)
and Cartoon (the name speaks for itself)
Thanks
to a recent discovery of an undocumented feature contained within
ATI's Catalyst drivers, end users can now enable a more efficient
method of Anti Aliasing called Temporal AA. Without going into detail
on this topic all I will say is that I am now able to run this monster
game with the ingame display settings turned to high, the level
of Anti-Aliasing set to medium and yet maintain a very exceptable
frame rate @ 1024x768.



Weapons
The
weapons in this game cover a very wide range of situational usage.
You can use anything from a Machete to a Rocket Launcher and every
other type of hand held weapons you would ever need. Below you can
see each of the weapons that are at your disposal.