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Far Cry is simultaneously the most AND the least ambitious FPS of the early 2000s. It's got an open, pseudo Breath of the Wild approach to level design, somewhat adaptive A.I., wide-scale level design with plenty of verticality, and a tiny buffet of approaches to resolve any number of combat scenarios. It just so happens that Far Cry is also THE most generic FPS on every other level - grim, quippy, vaguely spy-like tough guy protagonist, hilariously inept attempts at horror, trashy enemy designs and just about every action movie trope in the book. The worst of it all is that Far Cry just isn't a very fun shooter! Sure, the A.I. 'adapts' to your behavior in that they tend to take cover and flank the player, but they'll just as often shoot a rocket *at themselves* or fire into a concrete wall for no reason. They're all bullet sponges, too, which makes the loose, messy gunplay feel all the worse.
Far Cry is a fascinating, amusing example of early open world level design, but it's more interesting as an artifact than as an experience in and of itself. The fact that this game was succeeded not only by the cult classic Far Cry 2 and genre-creating Far Cry 3, but also by Far Cry: Instincts, which added a whole new set of superpower mechanics to solidify the otherwise rickety action of the original Far Cry, makes it all the more difficult to revisit.
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