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Screens & Info Updated: 8/17/2005 Ubi sent over a batch of new shots showing off the somewhat freaky new species of enemies in the game.
Aberration Sapper - Kamikaze Crazy The Sapper is the equivalent to the Japanese suicide airplanes for Far Cry Instincts. They will take a mad dash towards there target in an effort to explode their strapped fragmentation grenades. The attack causes their weak chests to cede, thus releasing a large amount of corrosive fluid in addition to the explosion. Aberration Freak - Freaky Naughty The Aberration Freak is a failed experiment. This mix-mash of humanoid beings includes some of the ugliest armless, legless “freaks” that have ever existed. Chucker - Brute Force The Chucker is a powerful territorial force of nature that will become enraged with any intruder. His overly developed right arm allows him to throw extremely heavy and damaging items towards his foe. Screens & Info Updated: 8/8/2005 New information for the secondary characters and brand new screens to go along with each of them. Secondary Characters Biography Col. Richard Crowe Richard Crowe's country of birth is a closely-guarded secret, but the South African dossier on his mercenary activities suggests that he turned up in a Johannesburg orphanage at the age of 14. It is well known that he served in the Apartheid-era security forces after checkered tours of duty in Namibia and Angola during the border wars. Rumors of atrocities have dogged him ever since he was invited to retire from the SADF in 1993 with the rank of colonel. For the next few years, Crowe surfaced in over a dozen conflicts across the southern hemisphere, earning substantial remuneration - and in one case in Rwanda, significant scarring - for training and leading elite counterinsurgency troops. As he moved from war to war, the colonel assembled a small but fiercely loyal cadre of officers with whom he would later form The Adversity Group, based out of offices in Dubai. Euphemistically known as risk-management consultants, Adversity has done little in its decade of operation to dispel Crowe's reputation as a sociopath war criminal and profiteer. Valerie Cortez The woman who would become Val Cortez was poached right out from under the U.S. Army's nose. She'd moved from 98J to Information Warfare Specialist with three chevrons on her sleeve and would have taken a spot in Aviation School. But the CIA got a look at her test scores and knew that she had a talent that the Army wouldn't be allowed to develop. She fit the profile perfectly and it only took two weeks of screening in Langley for her to realize it. Strangely enough, her training put her back in the hands of the Army, only this time at Ft. Bragg and in unmarked BDUs. On graduation day, she met her handler, a veteran spy she would only ever know as David. She learned to trust David with her life, and in time, a lot more. The affair ended when the Agency said so. David continued to run stings on bioweapons markets around the world. She took special activities assignments that got blacker every year, until the day she got the call: Bring David in. Dr. Herman Krieger Dr. Herman Krieger's old life ended in 1974 with the death of his seven-year old son in a car accident. In that devastating moment, new priorities formed in the mind of Austria's preeminent pharmacologist. Krieger resigned as the associate director of the World Health Organization and began liquidating his family's assets. His wife left him the following year. Krieger's ideas about imposing 'natural selection' on humanity attracted some old attention. 'Gotteserbengesellschaft' had been around since the 1750s but their original methods - notably eugenics - had given way to maverick drug research carried out on human subjects in developing countries where the authorities could be induced to look the other way. Krieger used his professional connections to found a non-profit conservation project as a front for GeGs activities. Unscrupulous pharmaceutical companies began to exploit the opportunities for securing new patents, and Krieger enjoyed unprecedented funding for his work. The GeGs was eventually uncovered, but by then Krieger had vanished with over $200M. Herman Krieger has spent the last twenty five years fixated on a single burning question: "'What is the unique factor that determines human survival?" He was twice nearly arrested: Once for attempting to purchase medical data originally gathered in the course of wartime atrocities; and again for attempting to smuggle a restricted plant species out of Brazil. His obsession has taken him to every corner of the world; from the Sudan to the Andes, from Haiti to Bosnia, and from Mongolia to Borneo. He became convinced that the key to improving survivability lay in improving adaptability. After finding an obscure reference to transformational shamanism practiced in Jacutan, Krieger began quietly bribing the Micronesian authorities to secure uncontested development rights in the archipelago. He found that the islands themselves afforded him not only the specific knowledge that he was looking for, but an ideal sample group on which to test his new theories... Krieger has greatly expanded the research capabilities of the Jacutan operation, recruiting scientists from the ranks of the disgruntled, the discredited and the dismissed - and funneling money into construction. But his work continues to be defined by its failure to produce a stable recipient. His first experiments resulted in 100% fatalities, due to Krieger's practice of administering massively toxic doses of known entheogens - psychoactive drugs associated with mystical euphoria. He introduced supplementary treatments to boost the subject's tolerance and allow them to receive even higher doses and sustained periods of altered consciousness. Unsatisfied, Krieger tried to add radical neurosurgery and eventually gene therapy to the mix in an effort to build his 'ultimate survivor', but the results were either vegetative or too monstrous to be considered still human. David Doyle "Doyle" is not his real last name. A brilliant PhD candidate at U. Chicago with a dozen offers from the biotech sector, David felt a void that research couldn't fill. The CIA recruiter recognized that hunger and David left academia behind for a new kind of school, The Farm. His test scores were off the charts, but he turned down a top position at the Sci-Tech Directorate for a bottom spot on the Ops waiting list. This was 1989, and he didn't have to wait long. Somat Koreliyev, a molecular biologist, walked into the Iraqi consulate in Baku with a complete inventory manifest from the Vozrozhdeniya bioweapons lab and 72 hours later David was over the Aral Sea logging his second H.A.L.O. jump. Three years and one valor citation later David was on the clandestine service roster, running interrogations, profiling HUMINT assets and doing a little recruiting of his own. When the Krieger file was reopened in 2001, David was the only operator with deep enough background to go in for as long as it took. Screens & Info Updated: 7/7/2005 Even more great new shots of the game to go along with a quick AI Q&A with the game's Technical Creative Director. AI Q&A with Laurent Mascherpa - Technical Creative Director Q: What makes Far Cry Instincts’ F.A.R. AI good? A: Far Cry Instinct’s AI is based on the Far Cry PC version, and has been adapted for the console version. Having enemies tracking you is a major point. We kept the wide open environments we had for the PC, allowing the AI to go anywhere the player goes. This is very important because in the first part of the game, the player will be a prey. The game has a procedural AI allowing the player to play either stealth/tactic or aggressive. The AI will react differently depending on how you choose to play. It offers more replay value and satisfaction than a scripted AI. For FCI, we made some optimization for console needs and some game enhancements; in the AI system we added a tool to integrate the story into the experience, because in FCI all story events are interactive. Q: What feature of Engine ensures an intelligent response to the player’s actions? A: In FCI any AI has its own understanding of the environment - they see, they hear, and they have knowledge of what it is: an ally, an enemy, a vehicle, a grenade, a gunshot, a dead body … Based on this information, the AI makes decisions and takes action; it allows us to have credible human behavior. For stealth situations, the player is encouraged to use environment to his advantage. The AI detection system takes into account the vegetation (grass and bushes), the water, the ambient noise and the visibility. Since the AI hears things and see things, we can try to trick them. For example: throwing a rock will emit some sound that distracts them in order to backstab them silently, or also to attract them into a branch whip. In firefight situations, knowing the environment permits them to have a dynamic use of covers to hide, to lean and shoot from behind and to flank the player. In the first part of the game, the player is a prey so when he quits a combat the AI will track him down. In the second part, as the player shifts more and more to becoming a predator, the reaction of the enemies will be different and their strategy will change. Q: What will the AI in Far Cry Instincts allow the enemies to do in the game? A: Enemies are acting as a group. They’ll use covers in the environments to protect themselves and will adopt complementary strategies. For example, when you arrive in a fight, one will try to flank you while one will stay away throwing grenades and shooting at you from behind his cover. Enemies are also able to trigger alarms to alert the camp or call reinforcements if they see you before you kill them. Q: Will the enemies be aware of changes in environments, like birds that fly away or foliage movements, making them spot the player? A: The player is encouraged to use the wilderness of the environment to be protected from the enemies, but anything that makes noise (for example: getting out of water too fast) can raise their interest in your direction. Q: Can they use weapons of their fallen teammates, or replace them behind a mounted weapon? Can they use any vehicles? A: All enemies are already well equipped so they will not use fallen weapons. If some enemies are asked to protect a point, and if you kill the guy that is using the mounted weapon, another will take his position unless this is not the best choice for him (for example: A grenade has been thrown in direction of the mounted weapon). In these huge islands enemies are able to use vehicles to chase you, to block your way, or to bring reinforcements. In FCI you will see mercenaries in Humvees, on ATVs, in helicopters, on water scooters and on a variety of boats. Q: Finally, is there anything else you'd like to add? A: In FCI, we introduced new gameplay elements affecting the AI, like the backstab, the branch whip and the feral abilities, so you can expect answers from the AIs and a lot of fun !!! Screens & Info Updated: 6/16/2005 A gorgeous new set of screens and new info about the weapons and vehicles. Enjoy! Vehicles Garage (Work in Progress) Humvee The Humvee provides common light tactical vehicle capabilities. Heavier, stronger, more powerful, the Humvee is designed for getting a lot of people somewhere quickly and safely. It can also be equipped with mounted weapons such as the Browning. Patrol Boat The Patrol Boat is big, sturdy and armed with a Browning; it's useful for getting across contested water in a hurry. It is not amazingly fast, but it can take a great deal of damage. Inflatable boat This vehicle is not very fast but very light and manoeuvrable in the water, with a very sharp turning radius. The engine is electric, so it is not very loud at all. Quiet, sturdy, and easy to operate, it is perfect for moving through the water quickly and quietly. Glider Habitually used by the mercs for emergency, the glider will let the player glide to the ground smoothly. ATV- New The All-Terrain Vehicle (ATV) feels very light and agile when driven. It is quite fast and manoeuvrable, but it rolls or tips very easily. However, it takes very little damage from rolling, jumping, or being run into things. It's a fast way to get across almost any kind of terrain It was added in FCI in order to have a vehicle capable of exploring the dense jungle. Hovercraft - New The Hovercraft is slow, hard to manoeuvre and doesn't accelerate very fast the Military equipped hovercraft is very versatile; none can take advantage of the mix of waterways, swamp, beach, and land that is available in Far Cry Instincts. Harder to control it will be very effective for those who'll learn to master its control. Water Scooter-New Extremely manoeuvrable, the Water Scooter is ideal to get into the tightest spots. Its lightweight hull ensures unparalleled handling. With its 130 horses and quick engine responsiveness, let's just say it answers as quickly as your own instincts. This comes in handy when your dancing partner is an unruly patrol boat filled with mercs. Weaponry (Work in Progress)
Melee Weapon Butterfly Knife - New Small, compact, rapidly deployed, this small knife will be the first weapon that Carver will find. Handgun Glock - New The Glock is an extremely reliable weapon capable of high rate of fire. Its extended magazine is able to handle 31 rounds which can be very effective. Akimbo possible
Beretta - New The Beretta pistol is the standard Army sidearm. Semi automatic, this version is equipped with a suppressor, perfect for covert operations. Akimbo possible Desert Eagle - New This long range powerful handgun will cause heavy damage even on light armoured vehicles. Akimbo possible Shotgun Shotgun - New The shotgun uses 12 gauge shells. When fired, the multiple projectiles create a lethal pattern, which will increase the chances of hitting a target & powerful enough to incapacitate a human being protected in all but the heaviest body armour. It's the most effective weapon in the armoury for close-quarter-battles because of its limited range. Akimbo possible
Submachine Gun MP5 Small, light weight, accurate, the Mp5 is perfect for close quarter's battle. This is one of the first weapons you will find in the game. Akimbo possible
P90 It may not have to range of an assault rifle, but because of the calibre it uses, the P90 is still able to defeat standard CRISAT helmets and armour vests at reasonable distances (50-100 meters). Akimbo possible Assault Carbine The Carbine is perfect for covert operations by providing the individual soldier operating in close quarters the capability to engage targets with accurate, lethal fire, it's also equipped with a zoom for long distance kill and its suppressor will ensure that it won't be attracting too much attention.
Assault Rifle Equipped with a grenade launcher, the Assault Rifle is the perfect choice for missions where subtlety isn't a requirement... Fire mode 1: Automatic Fire mode 2: Grenade Launcher Machine Gun Machine Gun The Machine gun is a lightweight, gas-operated, magazine or disintegrating metallic link-belt fed, individually portable machine gun capable of delivering a large volume of effective fire.
Long Range Assault Recon Rifle - New Equipped with a 7X zoom, this sniper rifle will be the first one you'll encounter in the game
Sniper Rifle- New From the safety of a ranged firing position, the Sniper Rifle is perfect for taking out targets from far away with your 10X zoom. Rocket Propelled Rocket Launcher - New When you need to create big destruction, this 4 rocket, rocket launcher will be perfect for the job. It's 2X zoom should help for firing from a distance
Grenade Hand Grenade Destroying, deforming, killing, this grenade blows up and will inflict damage to what ever is within 15 meters of hit.
Stationeries Mortar The mortar excels in tactical environments for defence, retrograde, patrolling, rear area security, and special operations. Its 40 mn bullet will be causing a lot of damage
Browning - New The browning can be mounted on ground mounts and on most vehicles and is able to provide automatic weapon suppressive fire for offensive and defensive purposes. This weapon can be used effectively against personnel, light armoured vehicles; low, slow flying aircraft; and small boats. Screens & Info Updated: 6/1/2005 Some gorgeous new screns to go along with a quick Q&A with the game's lead designer. Gameplay Freedom Q&A with Jean-François Dugas, Lead Game Designer
Q:Two great factors of freedom in FC PC were the incredible view distance and the wide spectrum of weapons, allowing the player to choose between long range shooting and close combat melee …Have you managed to keep this element of freedom on Far Cry Instincts? A: Absolutely. Our goal was to stay true to the PC version for all the best aspects even with the long and short range shooting. Q: Was the freedom of movement and approach (ie combining straight-up combat with stealth) a move to get beyond the feel of earlier FPSs? A:I think we have an edge over most FPS on that matter. In general, FPSs are straightforward shooters. Far Cry Instincts' setting gives us an opportunity to really give the players the tools to play the way they want. Q: Will the game favor stealth gameplay, or is Far Cry more action oriented? What kind of tactics and inventory management will there be? A:FCI is more of an action shooter. The first part of the game (~ 2-3 maps) is more stealth oriented. We'll progressively give the player the tools to play it more frantic. And even though we're giving a lot of freedom to players as tactics are concerned, all the choices will result in simple actions. There is not much inventory management to deal with per say. We kept it very minimal. Q: Far Cry must have the largest environments we have ever seen in any game. How was the game designed to achieve this? Could you tell us a little about it, and how you have managed to make it work? A:The challenge was more technical than anything else. So, obviously, FCI maps have been created with the console limitations in mind which means less polys, lower textures resolution, etc. The largest maps were created in this optic so we were carefully thinking about where to put the goods or not. I'm not the most technical person on the team but let's say that LOD tricks were among our best friends. Q: What types of environments will we see, and what is the approximate ratio between indoors and outdoors gameplay? Also, will there be day and night gameplay? A:You'll see a variety of lush environments. From beach landscapes to the depth of the jungle, from cliffs to caverns, players will never battle in 2 similar levels although they'll look consistent from the beginning to the end. Since gorgeous landscapes are central to the FCI experience, I would say that outdoor environments make up for around 70% of the game. Some areas will be played at day while other at dawn or night. It will create various levels of tension. Q: There are many weapons available in Far Cry Instincts…but there are also plenty of vehicles…could you please give us some details on them? A:We have around 15 weapons to choose from. It goes from the simple butterfly knife to grenades, machine guns and rocket launchers. For vehicles we got 7 of them. We have land vehicles such as the ATV, water vehicles such as the water scooter and we have an air vehicle, the glider. Q: How much of a role will vehicles play in the game? A:Vehicles are mainly used in chase sequences although players will be able to find some other creative uses out of them. Q: In addition to this large array of weapons and vehicles it was revealed at this year's edition of E3 that you added an innovative trap system to Far Cry Instincts…. Could you please present it briefly to us? What will it bring to the gameplay in your opinion? A:We got the branch whip to install on trees and the claymore mines which are not a trap per say but we might come up with an interesting twist for it. J The goal with the traps (especially the branch whip) was to give the player a stronger sense of being trapped in a wild environment where he must use the best of it to overcome the challenges. Traps can be installed almost everywhere in the maps. I think this will give some spontaneous fun back in the FPS type of games, not only for solo play but for multiplay as well. Q: In terms of enemies and enemy tactics, what can we look forward to? Do enemies have business to go about, or are they generally just on guard duty? A:It's a mix of both. We want our enemies to look like they're real men. They will complain about their conditions or even tell jokes; they will be scared by things, they will guard, etc. In combat, they might try to flank you; the leader will give orders, etc. We want them to feel organic as much as possible. We'll also have some scripted behaviours in some places to create more spectacular stuff but in the end, the goal is to make players believe they're fighting people instead of robots. Q: Finally would you say that Far Cry Instincts' huge, open-ended levels offer a new type of gameplay to FPS gamers? A:To me, it feels fresh. And when you play it, you'll see that it has some cool toys to experiment with that expand on the gameplay possibilities. Far Cry Instincts is not your average shooter. Q: Finally, is there anything else you'd like to add? A:If you want to play a shooter that really feels and play different while keeping the classical stuff intact, get Far Cry Instincts end of next September. J Ubisoft today announced that Far Cry Instincts will ship for the consoles in September 2005. Based on Far Cry, the worldwide acclaimed tropical PC shooter released by Ubisoft in 2004, Far Cry Instincts is a technically advanced gaming experience built from the ground up using the kind of cutting-edge technology that Far Cry fans will recognize from the award-winning PC title. Just as Far Cry redefined the First-Person Shooter genre for the PC, Far Cry Instincts will take things a step even further with its wide open environments and unique immersive gameplay elements. Developed by Ubisoft’s renowned Montreal studio, Far Cry Instincts takes the PC version's signature locations, Full-Action Response A.I. (F.A.R. concept), and unprecedented view-distance, and combines them with improved gameplay scenarios that will challenge players to utilize an even broader range of strategies and survival tactics to uncover the many secrets within the beautiful, but deadly, islands. A hands-on demo of Far Cry Instincts will be present at this year’s Electronic Entertainment Expo (E3) May 18th – May 20th in Los Angeles, California.
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