November 6, 2024

How the original Far Cry is played in 2022.

In 2004, when the first fire came out, I was still very small. Therefore, my acquaintance with the series began with the third part. Passed the fourth, played in the fifth. Recently finished the second, and now got to the first. And I want to tell how the first headlight is played in 2022.

I don’t really like to go into old games, because it is often difficult to plunge in them. Not because there is some kind of graphics, not because the control is clumsy, not because the gameplay managed to grow strongly. And because these games are often the most confusing and incomprehensible as possible. Because of what, instead of playing, you will constantly be distracted to grate, to dine, what to do from you, where to go. Or you will simply be constantly climbing google behind the decision. Which is strongly knocked out of immersion and from the stream state.

And I thought that the Farm region would work exactly according to the same scheme. And even more so there is even an open world. Well, how can it not strangle?

Therefore, I was very surprised that the first headlight was not like that.

What is important to understand, the first game of the series was made by Kravek, not Jubisoft. Therefore, it is somewhat different in its concept. If the second part is a shooter in an open world with an attempt to sandbox. If the three and the following are already quite a full -fledged sandbox. Then the first part is such a classic linear shooter.

It certainly has an open world in it. But he is somehow not particularly needed. Because absolutely empty. Its only purpose is to fasten the story areas going for one after another.

And I am amazed that the game does not strangle and does not force not to understand where I need to go until the next task. Crytek simply added a radar, which point indicates in which direction the desired goal is. Because you have absolutely no problems with an understanding where you go.

But the radar is sometimes foster. In particular, on multi -level locations. For example, I went to one arena. They tell me by the radio to find the door to some bunker. I go to the radar, the most obvious and uncomplicated way, in a straight line. And exactly the door is on the mark.

But to open this door, you need a key card that I do not have. And as it turned out, I had to go not in a straight line, but to go a little further into the corner of the level where you can climb up this building with the door. And there to go inside. And as it turned out, the label was not on the door, but on the key map, which unlocks this door. And this is strange. Because it was almost impossible to get to this key card without taking a closed door. You just get to her before.

But such moments are very rare and mainly in the game it is always clear what to do and where to go.

I went through the game for the difficulties of ChallenG. And shootings here cause very strange emotions. On the one hand, it seems cool, but on the other hand, the game has a lot of problems at various levels.

The main type of opponents with whom you fight most of the game are ordinary bots with assault rifles. And they are stupid. The wrong regard is stupid that they smear, do not see you point blank. And in the sense that they have only 2 conditions. First, they don’t care about you. And the second, they saw you and began to shoot. And with the second state everything is not very cool. In the sense that the enemies here were given such a full -fledged Aimbot. If one of the bots saw your carcass in a few tens of meters, then all the bots in the district begin to shoot at you simultaneously through the walls, even if they do not directly see you.

I will explain on an absurd, but indicative example. There is one arena at the beginning of the game. Well, like an arena. This is just a flat field, with arranged tents and a pair of sniper towers.

You are approaching this level. One bot saw you, everyone starts to shoot at you. What are you doing? Well, of course, you run to the tents to hide behind them, or you run inside to control the enemies from where you go from, and gradually accept them.

But her, not everything is so simple. The tents are shot.

And as I said, the guys do not care, they have aimbot. Therefore, even while you took refuge behind the tents and while you are not visible, they still shoot you and get perfectly at you. Damage is done by the way, because you fly away very quickly.

That is, it turns out that you go into a simply flat field in which there are no shelters. Or rather there are shelters, but these shelters are for bots, since you do not see them behind the tents. And they are you yes.

And so, dying over and over again, over and over, you gradually memorize: how many bots are in your field of view, how much where and when the bots will appear a little later. And you come to the conclusion that the only way to pass the level is: take a sniper rifle, remove snipers on the tower, and then as much as possible, memorizing all positions by heart, instantly shoot all the bots until they killed you. And according to the same scheme, having memorized, to shoot new ones that appear before they have time to sag you.

This example is very absurd, but it shows all the power of artificial intelligence in the game.

By the way, it seems very funny to me that Kraetec from the time of the headlights is the case and did not change. What is in the first Kraisis, what is in the second, that in the third, that, God forbid, in the warfais. Everywhere exactly the same bots. Who either do not see you, or see all together and also shoot through the walls together.

And with cards, everything is https://golden-panda-casino.co.uk/login/ not as bad as in this example. They are only in the first half of the game. Further, the developers probably studied on their mistakes on the go, and the arenas are already much better. These are either narrow corridors of bunkers, where you can hide behind the corners, doorways, small boxes. Either a jungle, in which there are always trees, stones lying logs. In general, there is always where to hide.

Therefore, from the described by me, further in the game, shootings turn into a methodical shooting of bots due to shelter. What is already quite pleasant to do. Although it is still quite clumsy. Since if you want to kill someone and at the same time not to pure yourself, then from the shelter you just stick out by a couple of microseconds, shooting a couple of rounds. Because bots instantly begin to shoot in response. But again, in the 2004 game I have no special problems with this, so the norms.

By the way, about the shot tents. For some reason, the developers seemed to be a very cool idea of ​​stuffing enemies somewhere in the bushes, for tents, for luminous lanterns, so that you absolutely do not understand where the fire comes from you.

Because again, you can’t see the enemy’s bush, and Aimbot sees you perfectly. Because of what you have to shoot at random about the area from which you see flying tracers from bullets. But such situations are not very common to happiness.

But very often enemies merge with the environment. In the sense that they are literally painted in the dark, or in camouflage to make them difficult to notice. And they really, damn it, is hard to notice until they start shooting at you.

For this there is a thermal imager in the game, which when you turn it on clearly shows all enemies. By the way, to some extent solves the problem of the guys in the bushes. But still, you are far from at the beginning of the game.

And I don’t know how to relate to this. On the one hand, the fact that enemies without a thermal imager is a hell you will see this problem. Because it interferes with playing. Not the whole game in the thermal imager run. This is already some kind of Superhot in terms of visual.

But on the other hand, this is an interesting solution. . . Like yes, bots are in camouflage, you will notice their hell, but, on here you have a thermal imager, look.

. I’m not a fan of such a solution. A little later you will understand why.

With the sound of the game, obvious problems. Or rather with its positioning. . And if it would be if I could not make out from afar. So not, even when the bot appears in my back somewhere and starts to shoot at me, I notice it by chance. How he ended up there when, how I was supposed to find out about him, if not by sound? Mystery.

But shooting in this game, by the way, is very pleasant. So old, collective farm, lamp, exclusively from the hip, without sights. I’m straight from her. Very cool and very unusual for the present years.

But there is a disaster. Snipers and grenade launchers. . Where will they be carelessly shot. Is it necessary to explain that it is very difficult to kill them without normal aiming. It takes a lot of time to get and to kill.

The game has, of course, one sniper rifle. .

There are also 2 assault rifles with sights. . . She is a little better and from her a little comfortable to shoot at the distance. But in fact, too, is not particularly option.

And if snipers are still okay, hell would be with them. Then grenade launchers are broken completely.

They, like other bots, are simple people. Saw you per kilometer, they begin to shoot without smearing. .

And gameplay against them, this is the same seat behind the shelter. But there is a nuance. With one rocket, they tear off half a strip of HP. And rockets also give damage to the area. . Maybe he will not tear the floor of the strip, but a third or quarter is so accurately.

And the way to survive grenade launchers is only one. .

. . .

.

And here we approach the main problem of the fighting. It consists in the fact that it is simply impossible not to get damage in the game. Well, literally, there’s no way. Without options.

Because the enemies of Aim. They instantly aim at you and shoot. . . Dohrena flies away, from which it is also impossible to hide completely.

. . . .

Therefore, I am not a fan of the thermal imager in this game. .

Then I described the worst cases in battles with people. But there is much worse. Because the game has mutants.

What are these mutants? Where are they from? True, I did not understand. Probably explained in the plot.

By the way, the plot: Nuuu, it is. Catcins are reproduced, the characters say dialogs. Honestly, I did not pay attention to him at all. I came here exclusively for gameplay.

So, mutants. They take a common curvature to a new level. Most of them are not very annoying. There are fuckers who jump into you. Those who just jump in the arena. And invisible fucking. Here thermal imager and forward. It is increasingly normal.

But what is the problem with is with fat men with grenade launchers. This is the same cancer abomination as ordinary grenade launchers, only these are also impenetrable.

. So many. And at this time they are non -notostrum directly at you, they will spank rockets, not missing that hell knows how to hide from them.

Let’s generalize all of the above.

. . But in general it is quite strong and pleasant.

The middle of the game is disgusting. Mobs climb out of all the cracks and you are fired. And they are more armored than at the beginning. That is, it is even more difficult to kill them before they kill you. .

. For the first time, mutants with grenade launches for the first time appear.

And the last third is normal again. There and in general, everything. And episodes with trips on technology are added. You are fighting again not against a heap of armored people. Areas in the vast majority of well -designed and do not cause problems. Everything is gorgeous.

Except the last level where you are released in some pit. Without shelters. . So to speak the last torture before the end.

?

In general, I liked it. The game has a lot of problems, both due to age and simple. But as a museum exhibit of what grandfathers played in it interesting. Graphics in the game Dear. Even now it looks good. The characters are of high quality. Jungle and vegetation are very cool.

Shooting light and cozy.

. And I got it.

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