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Interview with Alex Amancio: Far Cry 2's Art Director

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350w ago - An interview with the art director for Far Cry 2, Alex Amancio. He talks about making the plant life look real, while using very little memory. Plus how the foliage reacts to wind, every piece of grass blows with the wind.

They also compare the art to Crysis, and talk about making it for both PC and consoles. All the trees and grass are dynamic, simulating the wind.

Can you give us a bit of background on how you came onto Far Cry 2?

Amancio: The team that's working on this Far Cry has been at it for over three years. A year after the original Far Cry we started working on this game. We came from different projects. Some of the core members came from Splinter Cell and other games, but we're basically a brand new team for this franchise.

We started working on Far Cry 2 before Instincts had even decided if it was going to have mutant powers. We started fresh and our key was to have a realistic game, we didn't want any mutant powers in the game.

We obviously changed the setting to Africa; we wanted to keep the very iconic setting of Far Cry but we got rid of the desert island scene.

Frankly the desert island scene was becoming very crowded with Lost and stuff like that, so we tried to go with a setting that was really fresh and new and Africa came...
 

Far Cry 2: PS3/360 Comparison Video available!

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352w ago - French site WidGamer has a new HD video showing both the PlayStation 3 and the Xbox 360 versions of Far Cry 2.

Good news, it looks awesome even if it's not on PC. You can see this comparison video here.

Enjoy guys!
 

Hands-On: Far Cry 2 for Multi-platform

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352w ago - Open worlds aren't exactly new in gaming nowadays. Just look at Grand Theft Auto. There's something liberating about an open world, as you're able to go where you want when you want; you don't feel like you're being funneled along a very narrow path.

With Far Cry 2, Ubisoft and its Ubisoft Montreal team want to deliver what is quite possibly the most convincing and realistic open world yet, but instead of trying to build urban jungles they're building actual jungles, as well as Serengeti plains, forests, and more.

We finally got our hands on Far Cry 2 this month to explore its African setting for the first time, and it's an impressive game in terms of technology and gameplay.

The mission that we got to play demonstrates the complex open world that's being created for the game. You play as a mercenary (you get to select from a pool at the start of the game) who is tasked with bringing down a merciless arms dealer who is arming both sides of a civil war in Africa. However, you need to work your way up the ladder to get to him, which means that you'll have to do missions and align yourself with various factions.

You start in a swampy area, with a safe house nearby. Go to the house and you'll meet a couple of characters, one of whom will task you with destroying a nearby pipeline...
 

Far Cry 2 Development Team Interview

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352w ago - With the original Far Cry developers departed and Far Cry 2's development in new hands, you'd have been forgiven for expecting the sequel to be nothing more than a prettier version of its predecessor - playable and enjoyable but hardly special.

Imagine our shock then, when Far Cry 2 was revealed to not only be one of the most graphically impressive games we've seen on PC, but also a title attempting to push current boundaries of AI, characters and player freedom.

To find out what the development team aimed to achieve with the epic quest, we dropped Ubisoft a line and spoke to the chaps working on bringing Africa to your British bedsit.

A number of previous games have boasted of having independent AI, but usually they follow predictable routines regardless of whether they're scripted or not. What's different in Far Cry 2?

Dominic Guay, Technology Director: You are right to point out that having an autonomous AI does not make it automatically unpredictable.

It all depends on the array of possible actions and behaviours you provide the autonomous AI to work with. It's a bit scary to give an AI a lot of actions because it means it will not be as predictable for us developers and that makes our job harder.

I saw in some games "autonomous AIs" that would basically...
 

Devil May Cry 5 on Capcom's mind, due to Devil May Cry 4 sales

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353w ago - Devil May Cry 4 producer Hiroyuki Kobayashi said back at E3 2007 that he wanted to make Devil May Cry 5 if Capcom let him.

This week Capcom president Haruhiro Tsujimoto announced in a press release that Capcom's fiscal year 2008 sales increased to over 83 billion Yen ($806 million), in part thanks to Devil May Cry 4's record sales of over 2 million units worldwide since its early February 2008 release, making it the fastest selling Devil May Cry game so far and taking the entire series from 7 to 9 million sold.

It now seems all but certain Capcom wants a sequel with Mr. Tsujimoto closing off the PR by saying "We hope to continue meeting and exceeding the expectations of gamers with our dedication to developing solid titles for the best gaming platforms available."

Watch the full GameTrailers interview on video:





To quote Capcom producer Hiroyuki Kobayashi's words from last year: "Continuing the storyline is always possible. However, we do work under a corporate system, so unless Capcom gives us the green light to go ahead and continue on with releasing Devil May Cry 5, 6, 11, whatnot. It's totally up to them.

However, personally I would like to continue with Devil May Cry and create more and...
 
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