Tuesday

Death in Far Cry 2


I came across this idea on the Brainy Gamer podcast (bad name but good podcast) during an interview with Clint Hocking.

Ben Abraham is running an interesting gaming experiment, playing a game of Far Cry 2 with a self imposed permanent death limitation. One death is the end of the game, no reloads.

In a game that's so open to tactical experimentation as Far Cry 2 (and has such discreet saving opportunities), I've no doubt that you could find a direct causal relationship between the length of time since the player saved and how creative they're willing to be in tackling a particular situation. With the option of reloading completely removed, I've no doubt tactics would become highly conservative but each movement will be imbued with such weight, and each encounter saturated with such a fatalistic attitude (the player is guaranteed to die, it's just a matter when of and how) that it could really raise the already impressive atmosphere of the game to whole new level.

Or it could end up just feeling really cheap. I remember when I played through the game I died a few times just stepping out of my jeep, for no discernible reason, and you'd better hope you're not swimming when malaria strikes. Either way though, it's a great take on a game that's perfectly suited for the experiment, and if I can find the time I'd love to try it.