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VideoGames: Far Cry

Far Cry

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Manufacturer: Ubisoft
Model: 66161
Binding: CD-ROM
Publisher: Ubisoft
Label: Ubisoft
Platform: Windows 98
ESRB Age Rating: Mature
Platform: Windows 98

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Editorial Review
Far Cry is an incredible detailed action-shooter with graphics and gameplay that will blow you away. Jack Carver runs a small charter boat business in Micronesia, when he's hired to escort a young journalist to the deserted island of Cabatu. There Jack discovers and incredibly deadly secret -- and he'll have to fight to get away with that secret alive.
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FAR CRY - muscling in on the Action Genre 2003-11-20
My preview is based on articles and interviews I have read along with a viewing of the tech demo. Even so, it's worth a 5 for whetting my appetite with what it promises to offer.

There are many first person shooters, but Far Cry from German developer CryTek strives to add gameplay elements which make it worth serious consideration. Voted Best Game at ECTS 2003, Far Cry has managed to draw interest and create lasting impressions despite going up against heavyweight contenders such as Half Life 2 and Doom 3.

>>The Game Engine

CryTek have designed their own engine for running the game. The engine is known as CryEngine and is capable of rendering vast draw distances of up to 2 kilometers without fogging. It also makes use of polybump technology, enabling an object comprised of 250,000 polygons to be condensed into only 1,500 without virtually any loss of quality. This alone frees up cpu time and makes FAR CRY more accessible to lower ended systems.

Added to this is the ability to create real world physics. In the game you might decide to push some barrels in order to watch them roll down a hill onto the enemy. The barrels will roll the way they should depending on the angle used to push them and the shape of the ground they connect with. Push them again from a different angle, or using different force, and the barrels will roll in a different way.

This realism is also applied to the in-game characters which have been modelled with a great deal of attention paid to their skeletal structure. The character will react and/or fall according to where on the body a shot impacts - an event referred to in computer games as rag doll physics.

And lastly, the terrain is deformable. Use a rocket launcher and the shell's impact will leave a crater in the ground.

>>Game Premise

You play Jack Carver who is forced out of his sun-drenched semi-retirement to help out a female journalist in unravelling a mystery. There are homicidal mercenaries out to stop you.

>>Game Setting

The action takes place on the main island of Micronesia, although there are other smaller islands which you can sail or swim to.

Environments will range from jungles, caves, lagoons, ancient temples, and include facilities such as bunkers, underground laboratories and other claustrophobic indoor areas.

>>Player Freedom

The decision to set the game on a lush tropical island means that the game is not linear as in most shooters. You have complete freedom to move about and carry out your missions any way you deem fit. The player is in control, rather than being forced to complete missions in a set way. You are free to use your discretion and imagination to undertake missions using stealth tactics, all out assault, or a combination of the two depending on the circumstances you find yourself in.

>>Non-Scripted Artificial Intelligence

This, for me, will be the heart of the gameplay.

Because of the non-linearity of the game (even though there is a progressive story line), the AI units are NOT scripted.

The AI of the game was designed to "understand", and react to the environment. The enemy interacts with the environment just like you, and will use it for cover and to try take you down using tactics such as suppressive fire, outflanking etc. They will call for reinforcements - even from other islands - for backup. Each enemy unit will react not only to your input, but also with the surrounding terrain in unique ways. In other words, the enemy knows as much as you about the arena you play in. Each AI unit will have the ability to recognize objects within the environment such as rocks, water, trees, vehicles, as well as being able to recognize other agents in the game including dead AI units, and they will respond individually to the situation through their internal driven AI.

The beauty of this is that every time you play a section of the game the AI will respond in different ways so you never play out a scenario in exactly the same way. One example of AI attacking strategy in FAR CRY is that rather than keep shooting at the last location they 'saw' or 'heard' you, the AI will attempt to 'guess' where you might be moving to and in which direction, and will continue to hunt you down. This will make for very tense close combat and keep the adrenaline level pumped up for the player.

>>Weapons and Vehicles

At present, weapons range from a P90 SMG, OICW, AG36, M4, Desert Eagle, down to a machete.

Vehicles can be driven in 1st or 3rd person view with the ability to fire weapons while driving. Jeeps, boats, and HMMVs can be used by the player, and the AI will use vehicles to pursue you.

And did I mention you also get to fly hang-gliders? : )

>>The Sandbox Editor

My excitement was further increased with news of the Sandbox Editor which will be shipped with the game and is billed as the What You See is What You Play Editor. According to an interview with the developers, it took only 3 days (!) for one of their new multiplayer developers to learn how to use the editor.

You can build and edit terrain, drop in some AI units, then play test your scenario all with a few mouse clicks. Switching from the game to the editor will be easy (much like in Operation Flashpoint).

Fast development time for scenarios coupled with a low learning curve using the editor will ensure a formidable amount of Multiplayer maps will be developed soon after the game ships.

*An example of the Editor can be seen in the "tech demo" - see end of this preview for details.

>>For Programmers

For programmmers who want to write their own scripted routines, the game uses the Lua programming language which allows you to write and embed your own routines into the game without having to touch the game's original C++ code.

>>For the Mod Community

For modders, the news is also optimistic. The developers have stressed that everything in the game has been designed with the mod community in mind, and therefore can be modded quite easily. They have mentioned releasing development tools for the mod community either with, or shortly after, the game's release.

>>Summary

With huge terrains, vast draw distances of up to 2 kilometers, rag doll and real world physics, polybump technology, deformable terrain, an editor which appears to be simplicity itself, and an unscripted AI, next year looks promising for anyone willing - and daring enough - to take a relaxing (?) break in the lagoons, caves, and lush jungles of Far Cry's Micronesian Islands.

>>Additional Information

FAR CRY is presently scheduled for release in February 2004.

Two excellent interviews with CryTek's developers can be viewed at Game Zone and Avault.

* For an impressive demo of the game go to Gamer's Hell and download the 32Mb "tech demo". I'm sure you'll be excited at what you see.


a FAR CRY from the opposition, perhaps? 2003-11-06
My review is based on articles and interviews I have read along a viewing of the tech demo. Even so, it's worth a 5 for whetting my appetite with what it promises to offer.

There are many first person shooters, but Far Cry from CryTek strives to add gameplay elements which make it worth serious consideration.

The action takes place on the main island of Micronesia, although there are other smaller islands which you can swim to. You play Jack Carver who is forced out of his sun-drenched retirement to help out a female journalist. There are homicidal mercenaries out to stop you. That's the basic premise of the game.

The decision to set the game on a lush tropical island means that the game is not linear as in most shooters. You have complete freedom to move about and carry out your missions any way you deem fit. The player is in control, rather than being forced to complete missions in a set way. You are free to use your own discretion and to undertake missions using stealth tactics, all out assault, or a combination of the two depending on the circumstances you find yourself in.

Environments will range from jungle, to caves, as well as man made facilities.

The AI of the game was designed to "understand", and react to the environment. The enemy interacts with the environment just like you, and will use it for cover and to try take you down using tactics such as suppressive fire, outflanking, and/or calling reinforcements. Each enemy unit will react not only to your input, but also with the surrounding terrain in unique ways. In other words, the enemy knows as much as you about the arena you play in. Because of the non-linearity of the game (even though there is a progressive story line), the AI are NOT scripted. The beauty of this is that every time you play a section of the game the AI will respond in different ways so you never play out a scenario in exactly the same way.

My excitement was further increased with news of the Sandbox Editor which will be shipped with the game and is billed as the What You See is What You Play. According to an interview with the developers, it took only 3 days (!) for one of their new multiplayer developers to learn how to use the editor. You can build and edit terrain, drop in some AI units, then play test it through all with a few mouse clicks. Switching from game to editor will be a breeze (like in Operation Flashpoint) and ensure a formidable amount of Multiplayer maps will be developed soon after the game ships.

For programmmers who want to write their own scripted routines, the game uses the Lua programming language which allows you to write and embed your routines into the game without having to touch the game's original C++ code.

For modders, the news is also optimistic. The developers have stressed that everything in the game has been designed with the mod community in mind, and can be modded quite easily. They have mentioned releasing an SDK for the mod community either with, or shortly after, the game's release.

Weapons range from a P90 SMG, OICW, AG36, M4, Desert Eagle, down to a machete.

Vehicles can be driven in 1st or 3rd person view with the ability to fire weapons while driving. Jeeps, boats, HMMVs, and hang-gliders can be used by the player, and the AI will use vehicles to pursue you.

With huge terrains, vast draw distances of up to 2 kilometers, rag doll and real-time physics, an editor which appears to be simplicity itself, and an unscripted AI, next year looks promising for anyone willing - and daring - enough to take a relaxing (?) break in the lagoons, caves, and lush jungles of Far Cry's Micronesian Islands.

Two excellent interviews with the developers can be viewed at Game Zone and Avault.

For an impressive demo of the game go to Gamers Hell and download the 32Mb "tech demo". I'm sure you'll be impressed with what you see.


a Far Cry from the opposition, perhaps? 2003-11-06
My review is based on articles and interviews I have read along a viewing of the tech demo. Even so, it's worth a 5 for whetting my appetite with what it promises to offer.

There are many first person shooters, but Far Cry from CryTek strives to add gameplay elements which make it worth serious consideration.

The action takes place on the main island of Micronesia, although there are other smaller islands which you can swim to. You play Jack Carver who is forced out of his sun-drenched retirement to help out a female journalist. There are homicidal mercenaries out to stop you. That's the basic premise of the game.

The decision to set the game on a lush tropical island means that the game is not linear as in most shooters. You have complete freedom to move about and carry out your missions any way you deem fit. The player is in control, rather than being forced to complete missions in a set way. You are free to use your own discretion and to undertake missions using stealth tactics, all out assault, or a combination of the two depending on the circumstances you find yourself in.

Environments will range from jungle, to caves, as well as man made facilities.

The AI of the game was designed to "understand", and react to the environment. The enemy interacts with the environment just like you, and will use it for cover and to try take you down using tactics such as suppressive fire, outflanking, and/or calling reinforcements. Each enemy unit will react not only to your input, but also with the surrounding terrain in unique ways. In other words, the enemy knows as much as you about the arena you play in. Because of the non-linearity of the game (even though there is a progressive story line), the AI are NOT scripted. The beauty of this is that every time you play a section of the game the AI will respond in different ways so you never play out a scenario in exactly the same way.

My excitement was further increased with news of the Sandbox Editor which will be shipped with the game and is billed as the What You See is What You Play. According to an interview with the developers, it took only 3 days (!) for one of their new multiplayer developers to learn how to use the editor. You can build and edit terrain, drop in some AI units, then play test it through all with a few mouse clicks. Switching from game to editor will be a breeze (like in Operation Flashpoint) and ensure a formidable amount of Multiplayer maps will be developed soon after the game ships.

For programmmers who want to write their own scripted routines, the game uses the Lua programming language which allows you to write and embed your routines into the game without having to touch the game's original C++ code.

For modders, the news is also optimistic. The developers have stressed that everything in the game has been designed with the mod community in mind, and can be modded quite easily. They have mentioned releasing an SDK for the mod community either with, or shortly after, the game's release.

Weapons range from a P90 SMG, OICW, AG36, M4, Desert Eagle, down to a machete.

Vehicles can be driven in 1st or 3rd person view with the ability to fire weapons while driving. Jeeps, boats, HMMVs, and hang-gliders can be used by the player, and the AI will use vehicles to pursue you.

With huge terrains, vast draw distances of up to 2 kilometers, rag doll and real-time physics, an editor which appears to be simplicity itself, and an unscripted AI, next year looks promising for anyone willing - and daring - enough to take a relaxing (?) break in the lagoons, caves, and lush jungles of Far Cry's Micronesian Islands.

Two excellent interviews with the developers can be viewed at Game Zone and Avault.

For an impressive demo of the game go to Gamers Hell and download the 32Mb "tech demo". I'm sure you'll be impressed with what you see.


not fair to review an item before it comes out... 2003-07-08
but i feel this deserves a little more on the page besides the title.

its a first person shooter founded on technology from a company called crytek. it belongs on the list with doom 3 and half-life 2 in terms of quality and enjoyment/gameplay.

the things that make it stand out from the other two games though, are the AI, level structure, and definitely plot.

This game boasts AI from the start. theres mutliple ways to go through a level, so the AI was made to be smarter right from the start. even if you dont see them, theyre working, they get bored. they chat to each other.

the levels are massive. the game mostly takes place on a certain island. but if you see another island in the distance, you can swim to it. there is no linearity to the design. and the plot is not your standard, aliens/demons are taking over (although doom 3 is at the top of my list).

i definitely think this game deserves a look at.


Demo Review 2004-02-17
First of all, if you're having problems it's because you're running with an NVidia Card. I will never own one of those pathetic cards. I've been using an ATI Radeon 9700Pro for a little over a year now and the release of this demo was the first time I've even had to update my drivers. I have had no trouble running this mouth watering demo. No lockups period. And my processor is half what the other guy's is, Athlon XP 2000. There is simply no excuse, dump NVidia and reap the rewards. It may say "the way it's meant to be played" but it's definitely not in most cases.

With any demo, we know that this is just giving us a taste of the game, but what a taste this is! The island setting is so visually stunning, it almost seems a shame to have to play the game. I had a desire to just roam the beach and watch the tide come in. The bright colors practically put you in the scenary unlike any other game setting you've seen. Weapons respond realistically as do the AI which becomes evident all too quickly when you're being flanked. Someone put it perfectly when they said that going RAMBO in this game won't work at all. You have to survey and think it through before you act out your will. I find that if you use the jungle exactly the way the AI does, you're going to be king of said jungle. I've actually watched an enemy walk backwards until he stumbled over me. I shot him in the back before he could call for help. It's so real it's scarey sometimes. Here's another neat trick: While the enemy is flanking you, walk straight through them and come up behind them. Give em a surprise they'll even remember when you restart the game.

The environment is huge. No loading, no waiting, great score, just nonstop adrenaline rush. It's like Die Hard in paradise. Bring it on!


A rarity that actually exceeds expectations... 2004-02-04
I'm a gaming junkie. I played this beta (got it at fileplanet.com) at first day of release expecting allot less than what I got:

Exceptional Graphics: The Far Cry engine can render a full kilometer of terrain in real time!

Insane Physics: The water is as beautiful as any I've seen in a game (very hard to render), it ebbs and flows uneven (according to resistance). Birds flutter overhead when shots are fired, plants sway in the breeze.

Great AI: More testing needs to be done, but from what I've played so far, I haven't seen one pattern flaw in their pathfinding, response, etc...

The future for this game is a bright one. I look very forward to its release.

Enjoy...


Hope it gets better! 2004-01-31
I was looking forward to playing the demo of Farcry immensely, the videos and screen shots I'd seen on the internet looked very impressive, however the demo basically shows the game off in a bad light for the following reasons;

1. On my system a properly configured, 2.8Ghz P4, 512MB RAM, FX5600 Ultra it ran like a dog.

2. The much vaunted AI is unrealistic; mercs won't hear your speed boat engine but will hear you disturb a leaf. They will see you in thick undergrowth but will run right past you in plain view?

3. It looks and plays like an arcade game, it has not of the class or tension of Splinter Cell or Call Of Duty.

4. The graphics are pretty in a far off flight-sim sort of way but close up textures are no better than games of previous generations.

If the finished game is like the demo I doubt I'd purchase it.


Playable Demo is Available 2004-01-25
A playable demo of FarCry is now available for download - see www.farcry-thegame.com. Check it out for yourself!!! It is big (500 megs), but well worth the effort.

The touted AI, while not perfect, is better than any other game on the market. You will feel the pressure as a horde of mercenaries chase you down. Maybe even panic a little, because they will intelligently cut off your escape routes. The Rambo approach doesn't work well here. You need to be smarter.

The graphics is also top-notch. The lush island is filled with tropical vegetation, calm water, and blue blue sky. If it weren't for the mercenaries trying to kill me, I'd explore the island to enjoy its Hawaiian sceneries. You simply have to see it!!!

Back to the AI (artificial intelligence) of the game, it makes the game non-linear so you can replay the demo with different approaches. The possibility is almost endless. FarCry's AI captures this aspect of 'realism', which greatly extends the game's re-playability.

I wish the final game will come with "cooperative" mode, so my friends and I could play the game plot together.


Preview : FAR CRY - muscling in on an the Action genre 2003-11-21
My preview is based on a wide range of articles and interviews I have read along with a viewing of the tech demo. Even so, it's worth a 5 for whetting my appetite with what it promises to offer.

There are many first person shooters, but Far Cry from German developer Crytek strives to add gameplay elements which make it
worth serious consideration.

Voted Best Game at ECTS 2003, Far Cry has managed to draw interest and create lasting impressions despite going up against heavyweight contenders such as Half Life 2 and Doom 3.

>>The Game Engine

Crytek have developed their own gaming engine known as the CryEngine. This is capable of rendering vast draw distances of up to 2 kilometers without fogging. It also makes use of polybump technology, enabling an object comprised of 250,000 polygons to be condensed into only 1,500 without virtually any loss of quality. This alone frees up cpu processing time and makes FAR CRY more accessible to lower ended systems.

Added to this is the ability to create real world physics. In the game you might decide to push some barrels in order to watch them roll down a hill onto the enemy. The barrels will roll the way they should depending on the angle used to push them and the shape of the ground they connect with. Push them again from a different angle, or using different force, and the barrels will roll in a different way.

This realism is also applied to the in-game characters which have been modelled with a great deal of attention paid to their skeletal structures. The characters will react and/or fall according to where on the body a shot impacts - an event referred to in computer games as rag doll physics.

And lastly, the terrain is deformable. Use a rocket launcher and the shell's impact will leave a crater in the ground.

>>Game Premise

You play Jack Carver who is forced out of his sun-drenched semi-retirement to help out a female journalist in unravelling a mystery. There are homicidal mercenaries out to stop you.

>>Game Setting

The action takes place on the main island of Micronesia, although there are other smaller islands which you can sail or swim to.

Environments will range from jungles, caves, lagoons, ancient temples, and include facilities such as bunkers, underground laboratories and other claustrophobic indoor areas.

>>Player Freedom

The decision to set the game on a lush tropical island means that the game is not linear as in most shooters. You have complete freedom to move about and carry out your missions any way you deem fit. The player is in control, rather than being forced to complete missions in a set way. You are free to use your discretion and imagination to undertake missions using stealth tactics, all out assault, or a combination of the two depending on the circumstances you find yourself in.

>>Non-Scripted Artificial Intelligence

This, in my opinion, will be the heart and soul of FAR CRY's gameplay.

Because of the non-linearity of the game (even though there is a progressive story line), the AI units are NOT scripted.

The AI of the game was designed to "understand", and react to the environment. The enemy interacts with the environment just like you, and will use it for cover and to try take you down using tactics such as suppressive fire, outflanking etc. They will call for reinforcements - even from other islands - for backup. Rather than creating an AI which simply 'knows' your position, Crytek are pushing the limits by programming the AI to familiarise themselves with the landscape and game objects. For example, if an AI unit decides to retreat from a fight and call for backup, it will have the 'intelligence' to not waste its time getting into a vehicle which has had its tires shot out, or suffered structural or engine damage.

In other words, the enemy knows as much as you about the arena you play in. Enemy units will react not only to your input, but also with the surrounding terrain in unique ways. Each AI unit will have the ability to recognize objects within the environment such as rocks, water, trees, vehicles, as well as other agents in the game including dead AI units, and they will respond individually to the situation through their internal driven AI. This approach to AI is necessitated by the choice of the developers to set the game in a wide open environment. Because the player is not required to follow a predefined approach to playing out a mission, it is necessary that the AI uses a more dynamic pathfinding ability. This incorporates not only carrying out orders, but using 'guesswork' and environmental factors to hunt you down. An example of the immersiveness of the environment and combination of AI is that apart from 'hearing' and/or 'seeing' you, the AI will use environmental 'cues' to detect your presence - should you, for example, be creeping through a jungle and unwittingly startle a flock of birds into flight, the enemy units may be alerted by this and start to investigate the source of the disturbance. This gives rise to other possibilities, such as the player setting off flares or remote-firing guns in order to decoy the unsuspecting enemy into an ambush, or to lure them away from you.

The beauty of all this means that whenever you play a section of the game the AI will respond in different ways so you never play out a scenario in exactly the same manner. One example of AI attacking strategy in FAR CRY is that rather than keep shooting at the last location they 'saw' or 'heard' you, the AI will attempt to 'guess' where you might be moving to and in which direction, and will strategically readjust their actions to sustain the momentum in their pursuit of you. This will make for deeper immersion, very intense combat - especially at close quarters - and keep the player's adrenaline pumped up.

>>Inside and Out

Both indoor and outdoor levels are integrated seamlessly. The game allows you to move from outdoor to indoor locations without the game being interrupted by loading times. This allows you to do things such as look out of a window and shoot an enemy who is outside, or even in another building.

>>Weapons and Vehicles

At present, weapons range from a P90 SMG, OICW, AG36, M4, Desert Eagle, down to a machete.

Long-range sniping is possible. In one interview the developers had been testing this out using parrots for target practice - in-game parrots, obviously. Their current record stands at 480 yards. Much greater distances are possible.

Vehicles can be driven in 1st or 3rd person view with the ability to fire weapons while driving.

Jeeps, boats, and HMMVs can be used by the player, and the AI will use vehicles to pursue you.

And did I mention you also get the chance to fly hang-gliders? : )

>>The Sandbox Editor

My excitement was increased further with news of the Sandbox Editor which will be shipped with the game and is billed as the What You See is What You Play Editor. According to an interview with the developers, it took only 3 days (!) for one of their new multiplayer developers to learn how to use the editor.

You can build and edit terrain, drop in some AI units, then play test your scenario all with a few mouse clicks. Switching from the game to the editor will be easy (much like in Operation Flashpoint).

Fast development time for scenarios coupled with a low learning curve using the editor will ensure a formidable amount of Multiplayer maps will be developed soon after the game ships.

*An example of the Editor in action can be seen in the "tech demo" - see end of this preview for details.

>>For Programmers

For programmmers who want to write their own scripted routines - including the ability to modify AI logic - FAR CRY uses the Lua programming language which allows you to write and embed your own routines without having to touch the game's original C++ code.

>>For the Mod Community

For modders, the news is also optimistic. The developers have stressed that everything in the game has been designed with the mod community in mind, and therefore can be modded quite easily. They have mentioned releasing development tools for the mod community either with, or shortly after, the game's release.

>>Summary

With huge landscapes, vast draw distances of up to 2 kilometers, rag doll and real world physics, polybump technology, deformable terrain, an editor which appears to be simplicity itself, and an unscripted AI, next year looks promising for anyone willing - and daring enough - to take a relaxing (?) break in the lagoons, caves, and lush jungles of FAR CRY's Micronesian Islands.

>>Additional Information

FAR CRY is presently scheduled for release in February 2004.

Two excellent interviews with Crytek's developers can be viewed at Game Zone and Adrenaline Vault.

* For an impressive demo of the game go to Gamer's Hell and download the 32Mb "tech demo". I'm sure you'll be excited at what you see.

... For more information from Amazon.com about Far Cry...
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