2008 first-person shooter video game
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Deep in the UAC, we will stop at nothing to complete our mission to get The Jackal. Join us as we Lore Together! Contact us: Instagram: https://instagram.com/loretogether BlueSky: https://bsky.app/profile/loretogether.bsky.social Mastodon: https://universeodon.com/@LoreTogether Reddit: https://www.reddit.com/user/LoreTogetherPod Youtube: https://www.youtube.com/@LoreTogether Steam: https://steamcommunity.com/id/LoreTogether We're proudly part of the Boss Rush Games Network! Check them out, and the rest of the podcasts over at https://bossrush.net/ where you can also join our own Lore Together discord channel on their discord server. Music: "Perspectives" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License
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The boys (minus Robert) are in a new recording space with new recording space energy. Dakota is a whole mood.
Welcome to Dev Game Club, where this week we turn to a second bonus interview with Patrick Redding, credited as Story Designer on Far Cry 2, though we would tend to call that a Narrative Designer today. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview 1:16:50 Break 1:17:20 Outro Issues covered: happening to start listening at the right time, a background in physics, avoiding computer programming, applying problem-solving skills, hearing about new media, exploring story and design through tabletop, thinking about how to incorporate story into existing games, coming on to an existing team, getting thrown into the deep end, why you'd drop the PS2, string of pearls, wanting to reinvent the wheel, tearing apart the macro structure of the game and piecing it back together, moving from camera designer to narrative designer as a field promotion, shipping another retail game while joining a second, not designing the story but tightening the linkage between authored content and player-driven play, waterfall vs iterative and maintaining consistency, making a shooter and not an rpg, systemically reflecting the choices of PCs and growing out that modularity to the whole game, hitting thresholds and dealing with levels of chaos to expose the Jackal, freedom being required in time *and* space, anteing up your buddies, counterpressure and infamy, analog parameters becoming indistinguishable from random, the main wager of putting your buddy in play, a real deal-breaker for the PC, carrying through everything to achieve a pressure dynamic, having far more underlying variables to affect, the simulation of sensibility, offloading computation to the player brain for narrative meaning, creating a narrative from a sports team, the difficulty of getting parseable human interactions in games, thinking about the approach and where the tension is coming from, pie-slice approach and shells of interaction, the emotional whiplash of going from closing mode and tempo to passivity, the big switch, enjoying the camaraderie, narrative design vs writing, the emergence of narrative design in the industry, changing expectations when you ship. Games, people, and influences mentioned or discussed: Clint Hocking, UbiSoft, Splinter Cell (series), Gotham Knights, Apple ][e, Dungeons & Dragons, GURPS, Xbox, PS2, Greg Gobbi, Jeff Hattem, Tuque Games/Invoke Studios, Hasbro, Nic Eypert, Richard Dansky, Tom Clancy, Red Storm Entertainment, White Wolf, Republic Commando, The Island of Dr. Moreau, Black, Jean-Francois Dugas, Eidos Montreal (Onoma), Guardians of the Galaxy, Deus Ex, Heart of Darkness, Yojimbo, Red Harvest, Dashiell Hammett, Call of Duty 2, Battlefield 1942, Jonathan Morin, Watch Dogs (series), Thief, The Walking Dead, Telltale Games, Metal Gear Solid V (or V), Dead Space, The Callisto Protocol, Glen Schofield, Striking Distance, Dark Souls, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Dead Space (2008) Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we discuss Far Cry 2 with none other than Creative Director Clint Hocking. We talk about his early career before getting into the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:43 Interview with Clint Hocking 1:07:12 Break 1:07:37 Outro Issues covered: starting out in writing, taking a terrible pay cut, good fortune, taking on many jobs, tough development cycles, making a perfect version of the first game, making the game in the last six months, reacquiring a brand, finding something fresh in the prototypes, open worlds and RPGs, taking new ground, fertile ground, "of course there's a game here," what you do when you don't have a corridor, playing on a harder difficulty, a world that's hostile wherever you go, forward pressure, enjoying playing your own game, making the better movie in the game than what's in your head, surfing the wave, the anecdote factory, playing at concert speed, the PC version vs the console versions, committing to the game, punctuating the sentence or the musical phrase, going all the way as developers, everything working together to create a physical bond that works towards just one or two moments in the game, holistic design, picking the place, reading up on colonial issues, not knowing if you'd make the game again, the exigencies of the medium, the difficulty of approaching some topics, a game that sparks different sorts of questions, bringing topics and concepts to an audience who might not encounter them, an actually mature game, the future creeds. Games, people, and influences mentioned or discussed: Splinter Cell (series), Assassin's Creed (series), Ubisoft, LucasArts, Valve, Amazon, Watch Dogs: Legion, Edge Magazine, Unreal Tournament, Crytek, Crysis, Prince of Persia, DOOM (1993), Castle Wolfenstein, GTA III, Morrowind, Oblivion, Medal of Honor, Call of Duty, Battlefield 1942, Half-Life, John Romero, Resident Evil, Dead Rising, Tomb Raider, Alexandre Amancio, Black Hawk Down, Trespasser, Legend of Zelda (series), Dark Souls, Kirk Hamilton, Aaron Evers, Mark Garcia. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on Far Cry 2. We talk about some more systems in the game as we plan to play the descended versions and present our takeaways next week. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Midpoint (Brett) and more (Tim) Issues covered: gun loot and such in the ongoing series, the elimination of friction, putting the objective marker far from the quest giver, the efficiency of taking out a checkpoint, intrinsic rewards vs other intrinsic rewards, the gun aspects, everything being diagetic, driving with the map in your lap, everything is entropic including you, consistency of vision, cars and physics, the pinging audio in a Datsun-like car, putting the systems in the game, the length of system loops, wanting degradation/negative feedback to be because of something you did, forcing dramatic moments, the distinction of player initiation, malaria mechanics, progressing the game, pressures on the player for styles of play, being trained by faction gameplay, living your best murderous life, "No Russian," feeling black and white about the Jackal, a bold commitment to a backdrop, mad libbing the missions, a game meant to be played once, endangering your experience, everything is may-mays, early dynamic storytelling, slurs about the player, being edgy and gritty, not being able to feel the impact, thinness of representation, the limit of lived experiences, the messaging around Mass Effect, feeling too derivative, sci-fi soup, lack of ideology/motivation, resonating with the structure, player insertion, lack of narrowing of options, the series of grey decisions, being able to identify a franchise from just one scene. Games, people, and influences mentioned or discussed: Ghost Recon (series), Diablo, System Shock 2, Fallout (series), Breath of the Wild, Left 4 Dead, Gears of War, Reed Knight, Tim Ramsay, Republic Commando, The Dark Knight, Heath Ledger, Call of Duty (obliquely), Heart of Darkness, Apocalypse Now, Marlon Brando, Martin Sheen, The Witcher, Patrick Redding, Skyrim, The Walking Dead, Sean Vanaman, Jake Rodkin, The Lord of the Rings, Ian McKellen, Rocksteady, Arkham (series), Papers Please, Lucas Pope, Return of the Obra-Dinn, Dark Souls, The Honorable T. H. Isismyre Alname, Mass Effect, KotOR, Bioware, Star Wars, Star Trek, Jeff Cannata, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Far Cry 2+ Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on Far Cry 2. We talk about the extreme friction of the game, landmarking and open world layout, and touch a little bit on the buddies. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Several more hours Issues covered: variations on the same song, high degree of friction, a simulation of a place, allowing for authorship within the simulation, clashing of systems, not mattering which side you choose, making your choices matter, not spending your time doing what you want to be doing, running into natural boundaries, playing jazz or the jam band, having to switch up weapons, not having to switch weapons, not quite getting the recipe right/seeing the proof of concept, the noodling before the chord changes, time of information spread in this vs deeper stealth games, not having the clarity of information, leaning more into the power fantasy, running out of resources in the friction, game scale opposing stealth, engaging with the buddy system, buddies personifying ways of improving, losing some buddies, expendable buddies, boosting Japan's quality control, balancing stability and forward momentum in development, the impossibility of keeping your politics out of games, having to have a theory when you are out past what is known, having to make decisions in development, the nonviolent ending, having to feel balance in games. Games, people, and influences mentioned or discussed: Sim City, GTA III, Ghost Recon (series), Metal Gear Solid V or V, Thief, Deus Ex, Assassin's Creed (series), Patrick Redding, biostats, W. Edwards Deming, Square Enix, UbiSoft, Sam Thomas, mysterydip, BioShock, Kirk Hamilton, Aaron Evers, Mark Garcia, "The Blink." Next time: More hours/Finish? Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
In this episode, The Bros. travel to the Civil War ridden nation of Unnamed in Eastern Africa was we hunt down a criminal in Far Cry 2! Grab your favorite broken gun and your best buddy and hop into a broken down car with us!Artwork: Rodney Bolin - Instagram: bolin_customs Intro Song: Eric Skiff - A Night Of Dizzy Spells - http://EricSkiff.com/music Outro Song: Joshua McLean - Mountain Trials
Welcome to Dev Game Club, where this week we continue our series on Far Cry 2. We talk about the tutorial some more, the perils and pleasures of an open world game, and avoiding being a map game despite having a map. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: casual colonialism, doling out tutorial bits at the right pace, feeling equipped with skills for the game and for the open world, remembering the location, being a game with a map that doesn't feel like a map game, driving feeling dangerous, lack of radar, forcing level design to accommodate lack of map, tangent: how to get money into your PS wallet, having a moment of either terror or excitement over the open world, we've taught you everything you know, having hooks, not knowing what the next story mission, balancing the power level for later, escalating power levels, not knowing how to pursue particular goals, missions equaling upgrades of different types, being able to strategically plan, sanding down the friction of making choices like these, repetitive combat, a good player story generator, a comedy of errors trying to blow up a truck, an ammo cache that killed its guard, fire propagation, hang gliding straight into the ground, getting a new map, having to hunt the needle in the haystack, revisiting SimTown, skeuomorphisms, how to do onboarding with sim games, personification of goals, focusing scale. Games, people, and influences mentioned or discussed: Breath of the Wild, The Witcher (series), Kingdom Hearts (series), Unreal (series), GTA III, Halo, PS3, Xbox 360, STALKER, UbiSoft, Assassin's Creed (series), Lord of the Rings (obliquely), Star Wars (obliquely), Splinter Cell (series), Ghost Recon (series), Tom Clancy, The Hunt for Red October, The Cardinal of the Kremlin, SimTown, mysterydip, Civ 3, Calamity Nolan, Biostats, Johnny Pockets, Total War, X-COM 2, Old World, Jurassic World Evolution 2, Jeff Goldblum, Frontier Developments, Rollercoaster Tycoon, Thrillville, Zoo Tycoon, Elite: Dangerous, David Braben, Afterlife, Michael Stemmle, Dark Souls, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Far Cry 2! Twitch: brettdouville or timlongojr Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we begin a new series on UbiSoft's 2008 series-establishing classic, Far Cry 2. We set it in its time, and talk a bit about shifting engine wars and attendant publisher/developer drama, before briefly getting into the tutorial. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The Tutorial Issues covered: the UbiSoft open world formula, picking your UbiSoft ur-game, engine wars, branched engine work, getting into or out of the engine game, the open world first person shooter, a brief overview of Clint Hocking's career, games of 2008, grindhouse games, commitment to the first-person aesthetic, picking your character, setting their games in fictional countries, embracing African conflict, expositional value, setting up the chaotic situation, the diagetics of the game, mercenaries coming in, malarial effects, showing the systems, fire propagation, wishing they'd lean into the politics, disclaiming the team diversity to avoid political, having your cake and eating it too, tending to avoid modern realistic settings as players, the sales of the historical era, video game tourism, presenting variables, the diagetic map, the implicit simulated world and how the games get away from that, the onboarding, performance and enemy count and music, gatekeeping around what's a game, games where the interactivity shines through or justifies the choice to make it a game, putting clues together, simple choices that personalize, accretion effects, moments of calm, taking your decisions forward, being forced to the golden path. Games, people, and influences mentioned or discussed: SimCity, Xbox 360, UbiSoft, Prince of Persia, Assassin's Creed (series), Ghost Recon (series), Watch Dogs (series), Rainbow 6 (series), Rayman, Beyond Good & Evil, Michel Ancel, CryTek, CryEngine, Dungeons & Dragons, Crysis, Dunia Engine, Hunt: Showdown, Lumberyard, id Software, Epic Games, Unreal Championship, Quake 4, Source Engine, Clint Hocking, Patrick Redding, Splinter Cell (series), Gotham Knights, Fallout 3, Tomb Raider: Underworld, Eric Lindstrom, Harley Baldwin White-Wiedow, Republic Commando, Left 4 Dead, GTA IV, MGS 4, Devil May Cry 4, Condemned 2: Bloodshot, Alien: Isolation, Rock Band 2, Fable II, Gears of War 2, Little Big Planet, Dead Space, Mirror's Edge, Braid, World of Goo, Nintendo Wii, Mario Kart Wii, Super Smash Bros: Brawl, Spore, Army of Two, Kane and Lynch, Wet, BGS/Zenimax, Prince of Persia (2008), Half-Life, The Stanley Parable, Call of Duty (series), Megaman 3, Oliver Uv, mysterydip, Castlevania IV, Final Fantasy VI, Will Wright, Ashton Hermann, The Red Strings Club, Deconstructeam, The Witcher III, Gone Home, Firewatch, The Walking Dead, Uncharted 2, Raiders of the Lost Ark, Mass Effect, June, Dark Souls, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Far Cry 2 Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Venez jaser de tout ça avec nous sur Discord : https://discord.gg/SEEN6Fk2dhou Instagram : instagram.com/le_grand_rattrapage/Plongez dans un conflit entre deux factions armés jusqu'aux dents des guns les moins fiables de l'histoire des jeux vidéos avec Far Cry 2! Au menu : une bonne balance de malaria, chars fait en dentelle, de choix douteux, le tout nappé d'une bonne couche de détails impressionnants. Mais au final... c'est tu bon? On en discute.
Nate, Sebastian, Jordan, and Ryan gather to discuss FAR CRY 2, Ubisoft's 2008 first-person shooter set in a mercenary playground somewhere in Africa. We discuss the game's emergent systems, how its politics compare to its contemporaries in the genre, and "engaging friction." Sebastian promises to get worse in the new year, Jordan nearly kills his PC, and Ryan extols the virtues of the Jeep Liberty.
Bonjour. Cela fait quelques années maintenant que la licence Far Cry sort des épisodes à la pelle en essayant toujours de recréer la petite étincelle qui avait fait de Far Cry 3 le jeu au succès qu'on connait. Oui mais, saviez-vous qu'avant Far Cry 3, il y a eu Far Cry 2? L'épisode qu'on a tendance à oublier nous plonge dans un conflit armé en plein coeur de l'Afrique noire et surtout, est là pour nous en faire voir de toutes les couleurs. Entre partis pris risqués, solitude permanente, armes qui s'enraient et malaria, Far Cry 2 est clairement un Far Cry pas comme les autres, symbole de ce que pouvait accomplir l'Ubisoft d'avant. Mais c'est surtout un jeu qui a une toute autre saveur aujourd'hui qu'au moment de sa sortie. On va donc en discuter pendant plus d'une heure et on vous souhaite une très bonne écoute! Zone spoiler: 40:52 - 52:45 Pour voire la version vidéo Suivez-mous sur Twitter La chaîne de Pseudo La chaîne de Plouf
Today we discuss how to do writing for games the right way! And speaking with us on this topic is one of the most experienced writers in the industry Susan O'Connor. Susan has worked on over 25 titles, from AAA to indie. Titles in her portfolio have sold over 30 million copies and generated over $500 million in sales. Listen to find out more about the opportunity for writing in games, the process, key considerations, how to work with and hire a writer, how to write great characters, and more! Find out more about Susan here: https://www.susanoconnorwriter.com/ Host: Joseph Kim, @jokim1 Guest: Susan O'Connor --- Support this podcast: https://anchor.fm/deconstructoroffun/support
Bob talks with Dr. Charlie Thomas about Far Cry 2. Topics include postcolonial African warfare, Cold War ideologies in postcolonial struggles, mercenaries in modern history, the importance of the environment in African combat, the role of displaced populations in Africa, and the United Nations in Africa. Please consider supporting us on Patreon! https://www.patreon.com/historyrespawned Music is Symphony 40 in G minor by texasradiofish (c) 2015 Licensed under a Creative Commons Attribution Noncommercial (3.0)license.dig.ccmixter.org/files/texasr…iofish/49560 Ft: W. A. Mozart, Big Bonobo Combo
“These militia, they come into our country, steal everything, and leave us nothing.” Darren and James buddy up to tackle the notoriously-hostile Far Cry 2. When the diamonds are down, their guns are jammed, and […] The post Far Cry 2 – Cane and Rinse No.339 appeared first on Cane and Rinse.
Far Cry 2 is an interesting, hard, and serious game that in all intents and purposes started the Far Cry series down the path it's gone and away from the Crysis series of games it all started from.
Welcome to the Link to The Cast Halloween Spooktacular! ....except, we kinda forgot it was Halloween til we were already recording, so we got nothing..... Join us this week as Brian gives us a quick rundown of Wasteland 2: Electric Boogaloo, Dave celebrates beating The Witcher 3, and also had time to play WWE 2K16 and indie darling The Beginner's Guide. On top of that we have a metric ton of news from Sony at Paris Games Week, a few non-PGW news notes, and Brian takes the reigns of the Book Club this week (for which there was a false start too funny to edit out), as he makes a case for the significance of Far Cry 2. Listen, like, share, hit the iTunes button on our channel page (rate us there too to be extra nice), and enjoy!
Get carried away on our balloon of delight as we dive into Metal Gear Solid V: The Phantom Pain, a game that stirs up memories of something we loved dearly, long ago. Then, we'll let you in on the "Sad Space Dads" craze that has taken the gaming world by storm. If that isn't enough, stick with us for the time Chris and Nick chatted with Jeff Goldblum about Thomas Pynchon novels.
It's what all Idle Thumbs readers have been waiting for: a personal appearance by none other than the man behind that legend of legends, FAR CRY 2. Roll this pod down a hill into your ears and observe as a procedural conversation emerges in your brain. This is what video games are all about.
[Replay] GameBurst Replay - Far Cry 2Gary Blower, James Batchelor and Richard ' Major Lag' Portchmouth dicuss this months GameBurst replay game, Far Cry 2.Nominations for GameBurst Replay August:- Boom Blox (Runner-up)- Batman: Arkham Asylum (James B)- Infamous (Major Lag)- Stuntman: Ignition (Gary)How to Vote - ExamplesTwitter:@GameBurst 1st Boom Blox, 2nd Batman: Arkham Asylum #gbreplayFacebook:1st Infamous, 2nd Stuntman: Ignition
This week on the Game Nutz Podcast, Claw talks about Far Cry 2 and Super Street Fighter IV, then both he and Boter talk about new with Guitar Hero, Rock Band, and Portal. THE GAME IS FREE. GO GET IT NOW.Subscribe and listen (or just listen) to the podcast over at our FeedBurner page.Music is "Network Newsfeed", ©2008 Leonard Rogowski.
[Digital Cowboys 2011] This was only our second Game Club, and it was a format I really wish mwe'd explored more before parting ways. Far Cry 2 remains my second-favourite in the series, despite its mountainous flaws, outmatched by the often extraordinary Far Cry Primal.
Confidential informants collide and megatons are dropped in this week's high-speed episode. We talk about gaming narrative as a pastiche of tone and suggestion, but you just want your damn cutscenes. Plus: Wired's Chris Kohler joins us to dismember your naked form with a samurai sword. Replayability: 3.7.
Concluding our trio of podcasts recorded two weeks ago due to holiday issues, the crew remains joined by 2K Marin's Steve Gaynor to discuss psychopathic murderer Gordon Freeman, John Madden getting a government bailout, classic network sitcom Coach, and the love affair between the Japanese people and Wizardry.
Your old Xbox is about to become your new Xbox, but that might mean you just start using your Netflix account again. Special guest Brad Shoemaker of Giant Bomb gently guides us through the minefield of this week's industry scandals, helps us finally close the book on Far Cry 2, and rekindles our love of J. Allard.
On this edition of The Gamer and Movie Goer Show, we review Far Cry 2 on the Xbox 360, My Sims Kingdom on the Wii, Tom Clancy's End War on the Xbox 360 and The Chronological Donald Volume 4 on DVD. We also have a Pop Culture Parable about the power of words based on Tom Clancy's End War.
This week, Nick was left for dead at Valve's offices where he played some kind of video game, Chris and Jake have experienced what's so amazing about LittleBigPlanet, and we keep attempting to cajole you into playing Far Cry 2. Plus: Will Gears of War 2 blow you away? We investigate. There may be a wizard.
We're a day early and possibly still a dollar short. Weeks of Fallout 3 coverage culminate with Nick's full completion-informed opinions. (Mutants allowed.) Chris and Jake dive into the polarizing world of Far Cry 2, and Fable 2's bizarre romances are set to heart-wrenching song. Join us, for this relatively subdued cast. To your face.
The games you want to know about this week are covered! Hear about Fable 2, Wii Music, Far Cry 2, and Spider-Man: Web of Shadows! Don’t miss the new segment Boom or Bust, where we mention our top and bottom choices of the week. In the news we discuss some hot topics like the Fallout 3 controversy in India, piracy and Microsoft’s potential answer, E3 2009 details, and this week’s Star Wars: The Old Republic announcement. Download now for all this and more!
Did you hear BioWare is working on a Star Wars MMO set in the KOTOR universe? Oh, you did? Nick and Chris talk about their day at the Old Republic reveal event, Thumbs alum and BioShock 2 designer Steve Gaynor of 2K Marin joins us as a special guest, Jake turns into an old man, and more. Listen in!
Cette semaine, on parle de Saints Row 2 et Far Cry 2, mais aussi de Little Big Planet, d'Alan Wake, de The old republic. Avec M. Phal comme chaque semaine et les deux chroniqueurs vedettes, Patrick Hellio et Clément Apap, coachés par Erwan Cario, de Libération. Voir Acast.com/privacy pour les informations sur la vie privée et l'opt-out.