

The way it communicates this risk of finality is part of what makes Far Cry 2 so powerful (and what made Ben Abraham’s “Permanent Death” such a great exploration of the game). AI companions, once earned, are yours forever. Fire will not take leaves from the branches of its trees. Outside of its cynical endings, Far Cry 5 can’t conceive of this sort of risk or finality. Healing looks painful, and in the case of drowning, death looks even worse. If there’s a through line in this video, it’s an unspoken argument that risk is real in Far Cry 2, for the player, their companions, and their enemies. The ambient chirping and buzzing of insects and birds rises to crescendo in the absence of combat. They finally rest their back against a nearby rock, covered by the drifting shadow of a nearby tree. After being shot in the leg, an enemy falls to the ground, then struggles back up to a limping gait, dragging himself through the waving grass towards cover. The first comes early, just three-and-a-half minutes in. After all, any argument like this is going to be reductive, and Crowbcat even notes this in the description, writing “FC5 has its own attention to details that FC2 doesn't have, this comparison doesn't mean FC5 has nothing to show.” But because Crowbcat never speaks in the video, Far Cry 2 is able speak for itself, and as the details piled up, one after the other, I found myself aching to play Far Cry 2 again. Have a Far Cry 6 question or want more information? Head to our frequently asked questions page for some quick info.īe sure to tag your spoilers wrapped around arrows and exclamation points.This sort of point-by-point argument for why Thing A is better than Thing B has always rubbed me the wrong way, especially when I’m a fan of Thing A.

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