Crying from afar.
Ambition is a funny thing when it comes to video games. Whenever we hear the word "ambitious" it usually denotes one of two things, either that A: the developer has used a new set of rules, options or settings that separate the game in question from the norm (this usually comes pre-release) or B - that the game has bitten off more than it can chew, a game that has tried new things and not quite pulled them off but is commended for trying them anyway because the content itself is not bad per say but it doesn't quite form a cohesive whole.
Far Cry 2 can definitely be categorized into group B which is actually a good thing for the game because if judged on its core gameplay, one would come away feeling underwhelmed. Every one of the games numerous weapons that can be bought, found or upgraded lack punch - sure you can be inventive if you like thanks to the game's fire physics but running and gunning wins out thanks to the lacklustre AI. Driving suffers a similar fate with most vehicles feeling floaty and acting as a moving weapon to compensate for the fact that you're constantly ambushed by rebels at every turn. This is especially frustrating for a game that emphasises travel - sure you're in a war zone and nowhere is safe but people seem hellbent on attacking you and only you.
There's a story in this game as well - a well travelled one but its there. You play Leonardo Di Caprio a South African arms dealer who teams up with Djimon Hounsou to -- wait, no thats not right. Entering the fictional country as one of a dozen European or Euro-asian mercenaries looking for an infamous arms dealer named the Jackal you quickly contract Malaria forcing you to track down medicine while moving closer and closer to the Jackal by doing missions for two opposing factions (whose headquarters are oddly located all of 20 metres apart) which usually involve killing someone or blowing something up. The problem is the progression of these missions feel detached from the actual story and often leave you scratching your head as to why they're relevant at all. This confusion only increases when you "subvert" these missions by listening to your buddy - whose only real purpose in the game (other than a perplexing near end-game scenario) is to pad out your missions and save you when you are near death.
Whilst seeming entirely negative, the experience of Far Cry 2 greatly benefits from its large and expansive environment. Sure, there are annoyances like the aforementioned constant rebel ambushes but what the game world provides is an experience - full day and night cycles, variable weather, and wildlife all add something special. Some people may pass these things off as window-dressing but what they do is they make you feel like you're in a special and all together ethereal place - Ubisoft has captured the beauty of Africa with immaculate production values. Lighting is exquisite, the framerate is rock solid and the music is wonderfully emotive. The less said about the voice acting however, the better - everybody is so pre-occupied with war it seems that they've completely forgotten about stops.
So while Ubisoft has created a beautiful looking African sandbox that equates to a fantastic visual and aural experience, the under-developed gameplay, superfluous story and various annoyances hold it back from being a great game.
Grimace.