Showing posts with label emotion. Show all posts
Showing posts with label emotion. Show all posts

Thursday, 30 October 2008

Hocking's Masterpiece


I went to bed last night thinking about the ending of Far Cry 2. My response, entirely subjective, was a mix of dismay and real, genuine sadness. The feeling was comparable to the one I get at the very conclusion of the Harry Potter series – a kind of melancholy sadness at having to say goodbye to this mind-blowing world, compounded by the tragic events of the closing pages. Similarly, I know there are many people who don’t like the Harry Potter series, or the ending, and can’t help but think that some people will react similarly to Far Cry 2. The ending is imperfect. It’s flawed. But for those few of us who now care about this game, it’s also deeply emotional.

I can forgive the flaws of the ending, however, and now rate it as one of my all time favourite videogame conclusions ever. Partly it's because it is going to be somewhat unpopular, and I don’t want it written off or forgotten. But in it’s depths I can see the glimmer of the potential that it was trying to achieve. Hocking’s Masterpiece.

Far Cry 2 is about the individual; death; nihilism. The contentious design decisions, even the whole game, only starts to make sense when viewed through this lens. Like a David Lean epic from the golden era of cinema it deals with many concepts and issues all viewed through the prism of a central concern. Doctor Zhivago’s conceit was viewing the Russian revolution through the personal story of one man. Similarly Lawrence of Arabia also possessed the same focus on viewing history as it orbited around an individual. Far Cry 2 is about you and death. Of course every single person you meet wants to kill you. Of course you spend about as much time fighting the environment as other persons. Of course you are clinging to the barest scrap of health and well-being; Even the malaria is trying to kill you.

Some people will probably want to throw around that clichéd phrase “You’re a survivor” and the sentiment that goes with it, but the truth is, you’re not. Take from that what you will, but Far Cry 2 reminds at every possible opportunity that life is fatal. No one gets out of this place alive. It makes for what I believe to be truly the first game that goes beyond, or outright rejects, the mental switch-off performed by pathological mass-murderers and videogame players. That
switch you flick in your brain when playing a shooter - the small part up the back that empathises with your victims, and which is incompatible with what most games narcissistically tell us – that you should survive, you deserve it, you’re the hero. Here instead, nihilism is the name of the game.

As the man you have been trying to kill says, “No one is going to die today that didn’t have it coming.” Far Cry 2 screams that we all have it coming.

Tuesday, 28 October 2008

War stories from Mosate Soleo

Update: I've noticed so may people have hit this blog post by googling 'Sefapane Nitrous Bug' or 'Sefapane Truck Bug', so here's a hint to getting your truck inside the garage: approach from the North. That is all.

** AVAST! Far Cry 2 spoilers ahoy! **

Far Cry 2 is all about the little details. I overheard a conversation between two militia men.

“Do you want to scrape some cash together and go to that bar, Mike’s?”

“No, we can’t. That place is off limits now – only expats allowed in there.”


It’s these short, humanizing vignettes that add some of the bite to your actions. I think, that I've missed out on many of the even more gut-wrenching reactions though, because I've been super careful with my saves and loads and always opted for the most ‘successful’ path. Justin Keverne alludes to some of the extreme situations the game can present you with in with his recent post ‘Mercenary Behaviour’. I similarly had my first rescue buddy lying on the ground dying at one stage, but the game bugged up and wouldn't let me use one of my many, many syretes. Instead of treating it as an accidental part of the narrative, I caved and loaded. On reflection, I wish I had stuck with the former.

Later in the 2nd act I had the only doctor in the village, and hence provider of my precious malaria pills, disappear and refuse to return even after the fighting had well and truly stopped (which I am somewhat confident was also a bug). I just continued on with my condition, expecting him to return at some future date, however it ended up messing with a mission.

I had been getting warnings about my deteriorating health for about an hour. The commander of the ULL in the south, whatsisname, had asked me to take out a truck loaded up with nitrous oxide bottles, depriving their enemies the ADR, of the gas - precious for its use in surgery. “Less surgery means less survivors”, he told me. Sounds like the potential for a good time, and they paid in stones too. That scratched my Pavlovian itch for reward, so I was content to oblige.

My newest fellow merc buddy, Marty, had a better idea. Hijack the truck and take it to Sefapane in the North-West. There, he would meet me and we’d blow it up in the middle of town, putting a dent in the operations of both the ADR and the ULL. Two birds with one stone. I pulled the flatbed truck into the garage which promptly sealed shut behind me, just in time for me to see Marty appear. He instructed me to open a gas bottle in the back of the truck, while he exposed a wire in a circuit box on the wall. Before I had a chance, another Malaria attack made its presence felt and having had no pills for a long, long time I succumbed to its embrace. I woke up in the hospital, effectively sealing me out of the room Marty and my current mission were both locked in. Again, I reloaded.

The second time, I knew I had to be quicker. I had to be faster so I could get in and out before my attack came on and incapacitated me. I got in, got out, blew it up and was helping Marty fight off the stragglers when, predictably, my Malaria kicked in and I passed out. I really should have stuck with it this time and treated it as part of the story, I mean, talk about a compelling unintended narrativee consequence, but Marty was now missing because I hadn’t fought off the stragglers and my awful habit of meta-gaming refused to let me ‘waste’ the game asset that was Marty. Again I caved and tried it differently.

Now, with the mission safely in my rearview mirror, my rescue buddy won't stop commenting on how amazing it is that Marty & I escaped from that last adventure unscathed every time I see her. “I feel you’re a dependable asset”, she tells me. I feel ashamed, and move on.