September 9th, 2008

I just wrote an entire post about why Far Cry 2‘s level creator gives me back the awed feeling of being an imaginative three-year-old playing make-believe. Then WordPress ate it — just like it ate tomorrow’s post, which I’ve already rewritten. I will not be playing this game again. I may, however, be throwing something electronic out my three-story window.

The short version is this: the Far Cry 2 map generator Clint Hocking demoed last weekend at PAX takes the disconnect between what we can imagine as a play space and what we can actually explore and straight-up erases it. It’s the frickin’ halodeck. Ok, now my anger against WordPress is coming out as Startrek geekdom. I’ll leave you with the YouTube video. Sadly, it’s crap quality, but wait for the 4:40 mark when things get amazing:

Tags: exploration, game spaces, new games

4 Responses to “Far Cry 2 and procedurally generated awesomeness”

  1. Eric Says:

    That is *crazy* awesome. I hadn’t really been considering picking up Far Cry 2 for the PC yet, because Far Cry 1 and Crysis both really turned me off with their turns towards wacky sci-fi monsters and linearity in the latter half of the game (why do so many FPS games DO that? Return to Castle Wolfenstein was SO good until the stupid super soldiers showed up. But I digress).

    But now I may just give it a harder look. Thanks for posting the vid!

  2. halfassured Says:

    After a few journalling mishaps I’ve taken to writing anything long in a text file I keep for that purpose and saving obsessively. But then, I’m kind of ocd.

  3. Bonnie Ruberg Says:

    Yeah, I’ve got a text file going at the moment, too. It’s just 1) a pain and 2) a giant pain — specifically after you’ve written a bunch of posts and they disappear :(.

  4. Somgui Says:

    loel phael
    u forgot to do barl rol.

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