Short Game Review: Far Cry 2
Forming a review in my mind early into playing, I was tempted to call this “Grand Theft Rhino” and just leave it at that. That’s more than a little unfair. The comparison to Grand Theft Auto IV is obvious, as it’s squarely in the same gameplay and thematic genre of “open-world game of doing errands for horrifically evil people,” but Far Cry 2 is its own game. You play as a man sent to kill a notorious arms dealer, sidetracked by malaria and playing off two sides of a war in some unnamed African nation. Nearly everything you do is calculated to make you feel both exhilarated and guilty.
The graphics, physics, and attention to detail are simply incredible: watching plants bend over before you as you sneak through the jungle; seeing a zebra running alongside your jeep; standing stock still as a flaming canister spins past you, barely missing you before it explodes. It does certainly prioritize stories of the moment rather than an overarching narrative, though, which is good and bad. I did indeed find it affecting to have to anesthetize a dying man who had repeatedly dragged me out of gunfights to save my life. I rarely ever had any sense what the hell I was doing at any given time or why, though, other than “go to this place and kill some more guys.” The game is purposefully brutal, and I’m hoping they explore that sense of purpose a bit more in depth in the upcoming sequel.

Well. That’s over with then.
Borderlands has been out for four weeks now and I can only assume that the reason neither myself, Jason, Dan, or Kai has written anything about it is because we’ve been too busy playing it. I don’t follow previews and game development news as much I used to, so Borderlands kind of came out of nowhere as a surprise hit for me. Usually I only buy games on release day if it is something I’ve been anticipating for months (Left 4 Dead, Halo ODST, etc.) but many of my friends were set on getting it when it came out and I made what turned out to be a wise decision to follow them.