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Far Cry Instincts Review
12 out of 12
Far Cry Instincts mixes up pedal-to-the-metal action with enough thinking stealth elements to provide a fun challenge.
Date: Thursday, October 06, 2005
Author: Will 'Jayson' Hill

When I’m craving a first-person-shooter game (and I crave them a lot) I always head for my trusty Xbox. Lucky for me the system has just gotten yet another solid FPS game with Far Cry Instincts. Combining a balance of all-out, adrenaline-junkie frontal assault and stealth action, along with some great visuals, Far Cry Instincts is a sure bet for the FPS fan looking for a new challenge.

Far Cry Instincts is based on the Far Cry PC game from 2004. Let me say up front that I have had zero exposure to the PC game, so my impressions of the game are based solely on the Xbox game. Now that that is out of the way, let us get on to the meat of the matter.

For Jack Carver, the day he accepted what was supposed to be a simple charter from a female reporter to visit the Jucatan islands did not turn out so well. It was supposed to be a trip to allow her to photograph some of the Japanese wreaks and installations that were abandoned there during World War II. But the reporter turns out not to be a reporter, his boat is blown to matchsticks by helicopters packing some serious firepower, and now the island he thought was deserted is crawling with mercenaries out to punch his ticket. Add in the fact that the mercenaries are employed by a mad doctor who is working on ways to release the animal strengths that lie within all humans (kind of a Dr. Moreau in reverse), and it is one rotten outing to a tropical paradise. Taking on the role of Jack Carver, the player must fight to stay alive while uncovering the secrets of Jacutan.

Jack starts armed only with a knife and a serious resume as a tough customer. Sneaking quietly up to an enemy, Jack can perform a stealth kill with his knife. Dead mercs yield more advanced weaponry. But even as Jack gains better arms, the game ensures that the frontal assault does not become the sole means of advancing. Often the number of mercs between Jack and his next objective are too great to just rush into the midst of, which is a sure recipe for having to reload the last save point and try again. The game gives Jack tools to avoid a fight.

First is simply his stance. The left stick button moves Jack between a full stand (a position he moves fastest in), to a crouch and even prone. When Jack crouches or is prone, he moves more silently and can use the dense jungle vegetation to hide in. At times he may use this ability to sneak up on guards and dispatch them quietly with his knife. Other times he can completely bypass a strong point or gain a strategic position from which he can attack successfully. Jack can go prone, crawl under a hut and then roll onto his back to take enemies by surprise with a shot up through the floorboards. (No, a shot from below right into “the store” does not send the bad guy off jumping around in pain.)

Another aid to Jack in his stealth activities is the color-coded radar. Enemies colored green on the radar are in no way aware of Jack (listen to them for some humorous exchanges), yellow indicates an enemy that is investigating some sound you may have made, orange enemies feel in danger and are ready for a fight, while red enemies are fully alerted and engaging you if they can.

When avoidance has failed and it comes to the fight, Jack is well armed. Far Cry Instincts sports a nice assortment of weapons for Jack to deal out death. Added to the aforementioned knife are pistols, hand grenades, submachine guns, assault rifles, shotguns, sniper rifles, rocket launchers and even stationary and vehicular-mounted heavy machine guns and 40mm automatic grenade launchers. Lighter weapons can be dual-wielded for supplemental close-range firepower.

In addition to the actively-used weapons, Jack can also lay traps. Initially Jack only has the branch-whip trap. He can place this trap on trees and wait for an unsuspecting, patrolling merc to wander into it or he can lure them to it by throwing rocks near the trap. Later Jack will find Claymore mines. These nasty devices are directional-blast weapons that work great to deny enemies a path or doorway.

And once you’re tired of walking around the island, grab one of the vehicles that allow Jack to get around the island in style by land, sea and even air. Vehicles range from speedy ATVs and Humvees to patrol boats, hovercrafts and a hang glider. Some vehicles have mounted weapons and the player can quickly alternate between the driver’s seat and the gunner’s position.

There is no lack of enemy activity. The mercs are the most numerous of enemies and have a competent AI to deal with. There are also some unpleasant frilled lizards on steroids that like the dark places. There are even worse things out there too. Seems the mad doc had some failed experiments … and some successful ones.

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