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Far Cry 2

  • Jeu vidéo
  • 2008
  • 16
NOTE IMDb
6,9/10
5 k
MA NOTE
Far Cry 2 (2008)
Psychological ThrillerQuestActionAdventureThriller

Ajouter une intrigue dans votre langueA mercenary is hired to travel to an African country to eliminate a notorious arms dealer called, The Jackal, only to be caught in the crossfire of a civil war.A mercenary is hired to travel to an African country to eliminate a notorious arms dealer called, The Jackal, only to be caught in the crossfire of a civil war.A mercenary is hired to travel to an African country to eliminate a notorious arms dealer called, The Jackal, only to be caught in the crossfire of a civil war.

  • Scénario
    • Patrick Redding
    • Armand Constantine
    • Clint Hocking
  • Casting principal
    • Dwayne Hill
    • Andy Marshall
    • Bayo Akinfemi
  • Voir les informations de production sur IMDbPro
  • NOTE IMDb
    6,9/10
    5 k
    MA NOTE
    • Scénario
      • Patrick Redding
      • Armand Constantine
      • Clint Hocking
    • Casting principal
      • Dwayne Hill
      • Andy Marshall
      • Bayo Akinfemi
    • 17avis d'utilisateurs
    • 1avis de critique
  • Voir les informations de production sur IMDbPro
  • Voir les informations de production sur IMDbPro
  • Photos47

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    Rôles principaux44

    Modifier
    Dwayne Hill
    Dwayne Hill
    • The Jackal
    • (voix)
    Andy Marshall
    Andy Marshall
      Bayo Akinfemi
      Bayo Akinfemi
        Carlos Diaz
        Carlos Diaz
          Chantal Quesnelle
          Chantal Quesnelle
            Craig Warnock
            Craig Warnock
              Cyrus Lane
              Cyrus Lane
                Daniel Kash
                Daniel Kash
                  Daniel Matmor
                  • Nick Greaves
                  • (voix)
                  Dusan Dukic
                  Dusan Dukic
                    Francisca Zentilli
                      Jeff Teravainen
                      Jeff Teravainen
                      • Walton Purefoy
                      • (voix)
                      Jon-Paul Khouri
                        Lucky Ejim
                        • Addi Mbantuwe
                        • (voix)
                        • (as Onyekachi 'Lucky' Ejim)
                        Paul Berner
                          Sean Baek
                          Sean Baek
                          • Xian-Yong Bai
                          • (voix)
                          Spike Adamson
                            Sugith Varughese
                            Sugith Varughese
                              • Scénario
                                • Patrick Redding
                                • Armand Constantine
                                • Clint Hocking
                              • Toute la distribution et toute l’équipe technique
                              • Production, box office et plus encore chez IMDbPro

                              Avis des utilisateurs17

                              6,94.9K
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                              Avis à la une

                              9fh147

                              Play as a scumbag

                              An exhausting game to play that makes you play as a scumbag on this earth. Just being alive to pillage and eat the last bit of this African country,,,,, a very enjoyable and fun game.

                              I like the story and the character even if it kind feels like a first draft at some points. I mean don't know it. Just feels like some of the writing should have been through a bit more hands, but I still enjoy it. It feels like the bones of an amazing game but now it's just a really great game.

                              I enjoyed the way game tries to realism without being realistic. I enjoyed how you have to use the bus system as fast travel how the gun with jam. If you don't get the new ones, how would the damage affects if you have to use healing animations where your arm up broken hitting the stomach. It's just all around really immersive in the gameplay even if the enemies feels like they bullets sponges most of time.

                              I really love the game, but it feels like a game that only has the bones but it doesn't have the skin and muscle yet. I've truly think this could have been one of the most great games, but there's just not enough to do in it and the story feels like it has some good points, but it's not all the way there. Sadly far Cry 3 goes in a totally different tone with the gameplay. So it just feels more like an action game with hit points and experience which at least this game. Just feels like it tries to be realistic Africa.
                              8Pjtaylor-96-138044

                              Blood diamonds in the sky.

                              'Far Cry 2 (2008)' isn't supposed to be a traditionally 'fun' experience. In fact, it goes to great lengths to fight against the player, attempting to mimic its story's bleak and ultimately anti-war tone within its actual gameplay. This is an interesting prospect, to say the least. Your guns can jam and eventually break, your companions can die or even turn against you, your explosives can cause wildfires that wipe you out, and your character constantly requires medication for the malaria they contract right at the start of the plot. It all feels rather 'realistic', as it were. This hostility has a tendency to put players off, but those who stick with the experience will find a slow-burning, open-world thriller that essentially emulates Joseph Conrad's 'Heart Of Darkness'. It's actually rather remarkable how unlike most examples of the genre this is. There are only four spots that offer 'fast travel', there aren't an overabundance of side-quests, your map is a physical item you have to look at... the list goes on. It makes for a rather unique affair, one that sort of creeps up on you. The game's narrative sees your mercenary - one of several whom you can choose between - travel to Africa in order to eliminate the elusive Jackal, only to get caught up in a civil war and participate in the circulation of blood diamonds. It's an 'every man for himself' sort of story, with each mission offering the opportunity to 'switch sides'; no matter what you do, you're betraying somebody. This all comes together nicely for a near nihilistic vibe, even though the ending itself feels rather scripted and forced. The piece is enjoyable, even if it's often frustrating and cumbersome by design, and it's bold in its decision to favour immersion, in terms of both aesthetic and theme, over ease of use. It might not please fans of the following 'Far Cry' games, but it's a great first-person shooter nevertheless. 8/10
                              8thomas-hardcastle-2

                              Something Old, Something New, Something Borrowed, Something Missing...

                              Fans of the FPS genre of gaming will probably have mixed feelings towards this game. In many respects, Far Cry 2 shows the true potential available to users of the current generation of console platforms, but at the same time, many of the functions break no new ground, and serve no great purpose.

                              The game is mission-based, a la Grand Theft Auto, allowing the player to roam 50 square kilometres of land, ranging from Vietnamesque jungle, to the African savanna, and everything in-between. The player travels across the war-torn countryside on assassination missions, convoy-interceptions, and underground networking assistance. Vehicles include Jeeps, trucks, gun-wagons, buggies, 4WD vehicles, hang-gliders, and swamp boats. There is always more than one way to get somewhere, which adds to the depth of the game, and detracts from the boredom of repetition so inherent in the latest Grand Theft Auto installment. The downside to this way of playing the game is that the gamer has to do an incredible amount of travelling, and for a first-person-shooter, this can grate immensely.

                              Currency in the game comes in the form of rough diamonds, which the gamer receives for accepting missions, but the gamer can also use trackers to find hidden diamonds. The gamer uses the diamonds to unlock weapons from arms dealers for use on future missions. The range of weaponry is incredible, and the varied use of multiple weapons can change the required approach to an enemy outpost (ie sneaking using silenced weapons and remote explosives, rather than going in with all guns blazing).

                              On the groundbreaking side of things, hearing enemies communicating with one another adds realism and depth to the people the gamer needs to kill, which causes further immersion into the game. Fire can be started, but not controlled, and the science of it seems realistic enough to put a smile on anyone's face. Add to this the buddy system, where people whose lives you save end up saving yours, and you'll see that Far Cry 2 certainly offers something new to the seasoned gamer.

                              As already mentioned, the mission-based large-map way of completing the game may impress some, but it is fully understandable why other gamers, who played the first Far Cry may be disappointed, and may see this as a nod to GTA.

                              By far the most disappointing aspect of this game is the online mode. It is not a terrible addition to the game, but once a gamer has played the Halo series online, or indeed the immaculate Call of Duty 4, it becomes obvious that the developers threw the online mode together, with seemingly no interest in maintaining an online fanbase.

                              Overall, Far Cry 2 breaks new ground in realism (watching fire spread is a joy to behold), but at the same time it is clear that the developers have taken ideas (not necessarily good ones) from other titles, in an attempt to please the masses. Whether the ideas work or not is merely a matter of opinion. The gamer can expect a lot of travelling, almost endless carnage, and online play fit for few.
                              8ACJayC

                              As Raw As Far Cry Gets - And Its Amazing

                              Despite the series really finding itself and breaking through with games like Far Cry 3 and Far Cry 4, it's Far Cry 2 that is by far the most interesting game in this fairly long-running series. The reason why is because of its rawness and unique experimentation. Far Cry 3 sanitized what Far Cry 2 was, in order to appeal to a mass audience. But Far Cry 2 kept it unfiltered and avant-garde. In many ways, Far Cry 2 shares a lot in common with Ubisoft's previous release, the original Assassin's Creed. In that they are both games that have become their own, as sequels would expand but also dumb down the serious and experimental nature of these games.

                              Far Cry 2 is really interesting in how it delivers its story. The plot seems fairly barebones, but the real story comes from the games themes and how the player actively makes an example of those themes through gameplay. It's how the player completes objectives that truly tells the deeper story and feeds into the game's themes of mindless killing and dehumanization. And while the story features many different characters that you come across in such a bloodthirsty quest, the most interesting character is really the antagonist - who might just be the most underrated Far Cry "villain" in the series. The Jackal. The Jackal further questions the themes of the story and comes with a whole slew of philosophical audio logs that are extremely well-written and showcases the best voice acting in the game (voice acting in this game is very oddly paced and presented, but The Jackal just compelling to listen to). It's a thematically driven story at heart, which later games would shift away from (which was the same case for the first Assassin's Creed game).

                              The gameplay is by far the most divisive and most unique aspect of the game. It's a different kind of survival game. Shootouts are intense, but are made even more so when your weapons can jam and even break right in the heat of battle. It's a game that encourages spontaneous and on the fly thinking. Your gun is jammed? Quickly pick up a dead enemies' weapon and change tactic. Or you can run and gun while constantly picking up weapons. The open world is also very hostile. Enemies encounter you with their vehicles or wait for you at random outposts, ready to rip you apart. Not only that, but you also have to watch out for Malaria (one of the more controversial elements of the game) which can make the game a bit obnoxious, but definitely keeps the stakes high. In other words, the game is challenging and a bit harder to get into than later games. The gameplay was really filled with multiple great ideas that needed expanding, but that later games trivialized or completely removed. Essentially, removing the challenging aspects to make the games more accessible. Hence, why Far Cry 2 feels so raw in its rougher and harder presentation. When you get the hang of the game's unforgiving nature, it truly shines.

                              Lastly, the overall presentation. Far Cry 2's art direction and visual style is very gritty. Brown color palettes and grimier environments. It fits the game's grim tone and the idea of an African bloodbath. Even better is the stellar soundtrack by Marc Canham. The soundtrack fuses elements of traditional African music with elements of dark psychedelia. Creating an atmosphere that is rich with culture, but that is also grim and psychologically tormented.

                              Far Cry 2 is the series at its most daring. It's challenging in its gameplay and thought-provoking in its narrative themes. In many ways, Far Cry 2's niche and unforgiving nature makes it feel like a sort of mid-market arthouse game. And because of that, Far Cry 2 is the most Far Cry game I've ever played in the series. Unsanitized, grimy, yet thought-provoking.
                              4alekspredator87

                              Not impressed

                              "Far Cry 2" evokes ambiguous emotions. On the one hand, this is a game in which many mechanics have become the basis for future installments of the series. A huge open world, dynamic missions, the ability to apply different approaches to combat, a huge number of weapons - all this was supposed to immerse you in the gameplay. However, in practice, the game is disappointing.

                              I tried to start the passage twice, and both times I quickly lost interest. You seem to understand that it was "Far Cry 2" that laid the foundations that developed so successfully in subsequent games that I love, but for some reason I don't want to play the second part. Perhaps it's the atmosphere itself or the boring pace: frequent transport breakdowns, constant enemy attacks and excessive attention to detail, like treatment, all this slows down the gameplay. The map of Africa, even if it is open, quickly gets bored with monotony. The map in your hands is wildly inconvenient for orientation The plot also leaves no special trace. The characters seem dry, the motivations are boring, and the missions quickly start repeating themselves. This is a game that, despite all attempts to immerse you in the atmosphere of survival and war, is more tiring than exciting. And the game is strikingly inferior in atmosphere to the original. If the future parts of the series were able to correct these mistakes, then "Far Cry 2" remains for me the project that can hardly be called successful.

                              4 out of 10.

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                              Histoire

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                              Le saviez-vous

                              Modifier
                              • Anecdotes
                                Inspired by Heart of Darkness (1899) by Joseph Conrad.
                              • Gaffes
                                Hector Vorhees holds his phone normally while speaking on it, even though he has a hands-free device constantly plugged in his ear and clipped on his shirt.
                              • Citations

                                The Jackal: You can't break a man the way you do a dog or a horse, the harder you beat a man, the taller he stands. To break a man's will, to break his spirit, you have to break his mind. Men have this idea that we can fight with dignity, that there's a proper way to kill someone. It's absurd, its aesthetic, we need it to endure the bloody horror of murder. You must destroy that idea, show them what a messy horrible thing it is to kill a man, and then show them that you relish in it. Shoot the wound, and then execute the wounded, burn them, take them in close combat. Destroy their preconceptions of what a man is and become their personal monster. When they fear you, you become stronger, you become better. But let's never forget, it's a display, it's a posture, like a lions roar, or a gorilla thumping at his chest. If you lose yourself in the display, if you succumb to the horror, then you become the monster. You become reduced, not more than a man, but less. And it could be fatal.

                              • Connexions
                                Featured in Troldspejlet: Épisode #39.11 (2008)

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                              Détails

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                              • Date de sortie
                                • 21 octobre 2008 (États-Unis)
                              • Pays d’origine
                                • Canada
                                • France
                              • Langue
                                • Anglais
                              • Société de production
                                • Ubisoft Montreal
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