Far Cry 2 Tops Charts

By Jim Rossignol on November 4th, 2008 at 4:38 pm.


[With Fallout 3 topping UK charts I should have titled this “sequels unrelated to original games top charts”… Ooh, handbags.]

The Big K posted up this week’s US retail PC chart, and Far Cry 2 is in with a, er, bullet at number one. That does please me, despite the general opinion circus we’re facing with the game. More importantly, Kotaku are making a commendable effort to balance out the brokenness of the NPD chart by also posting the Steam and Direct 2 Drive charts. Of course there are no explicit numbers available, so there’s no way to amalgamate and come up with a realistic overview of PC game sales across all outlets, but it does give a fairer impression of the overall picture than the retail charts and their Sims expansion packs.

NPD top ten after the jump.


1. Far Cry 2
2. Spore
3. Nancy Drew: The Haunting of Castle Malloy
4. WoW: Battle Chest
5. The Sims 2 Apartment Life Expansion Pack
6. Dead Space
7. The Sims 2 Double Deluxe
8. Warhammer Online: Age of Reckoning
9. World Of Warcraft
10. Colonization

, .

47 Comments »

Sponsored links by Taboola
  1. Nick says:

    Nice to see Dead Space doing well.

  2. cyrenic says:

    The problem with the Steam numbers Kotaku post is that they only post the sales chart for that day. Maybe if they averaged the Steam charts for a week it would be worth posting.

  3. subedii says:

    Meanwhile the UK charts are showing that Fallout 3 has debuted the number 1 spot on all platforms. Not bad.

    http://www.edge-online.com/news/fallout-3-tops-4-uk-charts

    Although with everything that’s coming out over the coming weeks whatever’s at the top now isn’t likely to last.

  4. Deadpan says:

    I’m still surprised to see Battle Chest after all these years.
    ComicCon is Coming!

  5. Chris R says:

    No joke subedii.

    This Thursday it’ll be Left 4 Dead on top of the daily Steam Chart, as the demo for those that pre-order goes live.

    Maybe you guys can ask Valve to post the monthly sales charts while visiting them in the States. No numbers, just what was in the top 10 for the last month, etc, etc. Would be very interesting to see.

    Also… why in god’s name is Counterstrike at the number 1 spot on Steams best seller list whenever other big titles aren’t out? Who is purchasing all these copies of Counterstrike??? I swear, it’s like the Sims expansion packs and Wow for Steam.

  6. Pags says:

    DEE ARR EMM. [/flamebait]

  7. Wurzel says:

    I was pleased to see Vampire: Bloodlines charting so highly :)

    It’s interesting how Steam, Direct2Drive and so on are affecting product’s effective lifespans.

  8. subedii says:

    @ Chris R:

    With regards to Counter-Strike, it’s still the most popular online FPS in a lot of countries. It’s still a tournament staple in places like South Korea and any number of international tournaments. Especially in more developing countries, CS: is also a good game because of the very low (by comparison to other FPS’s these days) system requirements. There are still tonnes of people playing Vanilla CS (as in, the one based off of Half-Life 1) throughout much of Asia and even parts of Africa.

    And aside from all that it’s a simple game to get into, has a lot of tactical depth once you get into the scene, and is very skill based for bragging rights. :P

  9. Erlam says:

    Also, every time a new internet cafe pops up, there go 30, 40 more CS purchases ;)

  10. Jonas says:

    Still waiting for a verdict or something from you guys :)

    Also I think I’ve sort of inadvertently ended up testing a WIP patch for this. Hopefully it’ll solve my crashes.

  11. fulis says:

    In a lot of countries? I’d say in most countries
    Here are some stats:
    http://www.onlinegamingzeitgeist.com/games/

  12. fulis says:

    Sorry for the double post
    The dip in the curve is valve releasing a patch breaking the game

  13. Premium User Badge

    Fede says:

    Fallout (1, 2, tactics) is also at the top of the gog.com chart :)

  14. Paul Moloney says:

    Very nice to see yet more people finally discovering Vampire TM:B. Even now it still has some of the best NPCs and dialogue.

    I bought Far Cry 2 based on on the PC Gamer UK review, and I haven’t been disappointed; it’s a blast and, at risk of repeating myself, the map editor is sheer genius.

    P.

  15. matte_k says:

    Yes, despite a considerable amount of sniping (pun intended) online about FC2 and Fallout 3, i’ve been immensely enjoying both, well worth the purchase.

    Although i’m getting a bit sick of Fallout 3 crashing, so it’s back to Far Cry 2 and World of Goo, i think, until Left for Dead…

  16. Deuteronomy says:

    Fallout 3 is simply brilliant. Unless something incredible happens it’s my GOTY. It doesn’t have quite the emotional impact of Stalker from last year, and there are some aspects that I’m not so fond of. But it does so many things so incredibly well, hell I like the shooting in F3 better than FC2.

    Speaking of Far Cry 2, well, let’s say I wish I could get my money back.

  17. Deuteronomy says:

    And really, I’ve had more CTDs and general bugs with FC2 than Clear Sky, which was by the way a much much better game.

  18. Arsewisely says:

    Ditto, actually. I get at least one CTD every time I play Far Cry 2. It was only occasional with Clear Sky.

  19. Ben Abraham says:

    It’s great that no one in this thread has resorted to fanboyish flaming of others opinions. I got Fallout yesterday and while I don’t think it’s exactly the second coming, it’s still enjoyable.

    In all honesty, I think I liked Fary Cry 2 a bit more, because it just completely exceeded any expectations I have, whereas Fallout 3 can’t help but now be compared to the insane 10/10’s it got from Eurogamer, etc. I think Meer’s piece on F3 was closer to my own feelings – good, but hardly perfect. 8.8 indeed.

  20. Dominic White says:

    Far Cry 2 is one of those games that everyone had this magical image in their heads of what it SHOULD be, and any deviation from that is a mark against the game, which would go a long way to explain why forums are filled with people bitching about how terrible it is, while reviewers loved it.

    I’ve actually seen people say that it’s not as good as Boiling Point. That hurts my brain. There’s also a large contingent of people complaining that avoiding combat is too hard, and there are too many fights – this would be an issue in an RPG, perhaps, but this is an FPS.

    Whatever. I like it – apparently I’m one of a scattered handfull who do.

  21. Jonas says:

    @ Deuteronomy and Arsewisely:
    I’ve been talking to Ubi’s tech support since the day after FC2 was released. I get crashes all the time, no error message or anything. They’ve sent me a new .exe file that I’m about to give a good testing, we’ll see how it goes. I’ll let you know if we end up finding a solution :)

  22. andy says:

    without the numbers the labels are pretty much worthless.

  23. po says:

    Take a look at the customer reviews on amazon.co.uk. I was thinking of getting Spore and Far Cry 2, until I read about the DRM. People are not impressed.

  24. Fumarole says:

    Well, I liked Far Cry 2. I played through to completion, 35 hours worth. Only 1 crash in all that time. I probably would have spent even more time playing, but I wanted to finish it before L4D came out, knowing that it’d be a long, long time before I got back to it.

  25. Dominic White says:

    po: Angry internet men are not impressed. The fact that the game is riding high on the charts suggests that the average gamer doesn’t give a flying fuck.

    And PLEASE let’s not derail yet another comment thread into a terrible DRM argument. Please? Nobody cares anymore.

  26. Paul Moloney says:

    I’m still waiting for FO3; either it’s lost in the post, or my wife has decided not to pass my birthday present along. :)

    I’ve been playing FC2 for 16 hours now and not one crash. On XP with a 8800GTS card, for what it’s worth. I did notice loading problems until I ran a full defrag; a single file, worlds.dat, is 2.5GBs in size.

    Dominic: Yeah, to me, FC2 is what Boiling Point could have been, with a decent engine and no whopping bugs.

    P.

  27. Sam C says:

    I’ve been enjoying Far Cry 2, anyway. My experience so far has been crash and bug free. I’d have to say the people that enjoyed Boiling Point more must be masochists, the bugs in that game were terrible. Far Cry 2 is extremely polished, in my view. The few quibbles are the dumb as hell AI, even though they seem to be using aimbots. I’ve seen an NPC toss grenades at their own feet, ram repeatedly into rocks with their jeeps, and not react when I light up their friend standing two feet away with a Molotov cocktail.

    Also, the world feels a little static. Where exactly is this war taking place, again? Maybe if they added in factions attacking each other, it might feel a little less static. I don’t understand why having faction battles is so hard to do.

    It’s still really fun, as long as you’re in the mood to make it fun and take it slow, if that makes any sense. You really can take on the missions any way you want, within limits. It really feels like you’re driving around in another country, except for the lack of civilians and anything going on besides you driving around and killing people. Still, fun.

  28. Jonas says:

    Yeah I know a lot of people for whom FC2 runs just fine, it’s probably just got a problem with a certain hardware configuration or ATi’s drivers or something like that. Hopefully Ubi will figure it out and get it patched :)

    Either way, Left 4 Dead will be an excellent distraction soon. God forbid I’d actually have time to work on my BA.

  29. Dolphan says:

    I took the plunge with Far Cry 2 and I’m not disappointed (it’s a series of, as far as I’m concerned, brief, intense, and thoroughly enjoyable bursts of action), but I agree it would be an improvement if the factions fought each other a la Stalker. It runs fine, and very pretty, on my laptop (8600M GS and a Core 2 Duo, running at 1440×900 with high settings but no anti-aliasing).

  30. Mr. President says:

    people that enjoyed Boiling Point more must be masochists, the bugs in that game were terrible.

    I must be a lucky bastard then – didn’t have a single crash in my playthrough, and maybe only a couple of quest-breaking bugs. Haven’t bought FC2 yet, but if it’s half as fun to play as Boiling Point, I’ll be happy.

  31. Dominic White says:

    While there are some comparisons to be drawn, Boiling Point and FC2 really aren’t that comparable. Boiling Point was more of an adventure/RPG thing with FPS gameplay – sprawling and ambitious and doomed to collapse in on itself.

    FC2 is much more constrained. It is pretty much a pure FPS, with an explorable overworld to string together the missions, rather than having you run straight from point A to point B. It’s a really *good* FPS though, but apparently that’s not enough for many, and that’s when the comparisons to STALKER and Boiling Point come out again.

    Perhaps I’m being overly snarky, but whenever I see someone complaining about the respawning checkpoints, I hear ‘There’s too much shooting in this here FPS’.

  32. Donald Duck says:

    Dominic White – good to hear there are more sensible people around.

  33. Kadayi says:

    “Take a look at the customer reviews on amazon.co.uk. I was thinking of getting Spore and Far Cry 2, until I read about the DRM. People are not impressed.”

    Oh noes thinly veiled DRM troll !!!. Enough already. Begone.

    As for FC2, I hear what your saying as well Dominic. The problem seems to be more than people don’t quite grasp the concept that unlike Stalker or Boiling point, in FC2 they are unwelcome guests in a war zone, and the most sensible approach is not to be obvious when getting around. Half the fun for me in FC2 is in finding the most covert route to the next job, whether it’s sneaking past checkpoints, commandeering a skiff, or finding a back door, carrying out the hit and then making like a shadow afterwards. The game has far more in common with Project IGI tbh.

  34. Soundofvictory says:

    I’ve been enjoying FC2 for about 8 hours now, and I find it very enjoyable. The shooting is fun, exploring is fun, etc. but something in the equation is missing and I can’t put my finger on it. I just wish that there was something more to it.

  35. AndrewC says:

    It’s the nominally open world. If you aren’t given a corridor to run down i think you expect certain things from a game – and compare GTA4’s invisible world building (radio stations, tv stations, Internet, fake products, differently demographiced neighborhoods and on and on) with FC2 (one radio station you hear every once in a while in the disatnce). It feels a bit empty, like there’s something missing. same with the constant shooting – if you have an open world there is an assumption or an expectation of a different relationship to that world.

    So it’s expectations rather than the game itself but, equally, the developers should have understood what the assumptions about open worlds are and addressed them, rather than ignored them.

    It’s a good game and, in one of the few things it does have with other sandboxers – the more imagination you put into how you play it, the more fun it gets.

  36. roryok says:

    F*NG SIMS! I think the next Sims expansion pack should feature a shaped charge inside the packaging which decapitates the first person to open it. That should cull a few of the teeming hordes. For added affect we can call it Sims : Pokemon Da-Vinci Code Super Fun Add-On Pack

  37. AndrewC says:

    I like The Sims.

  38. rustdragon says:

    In regards to Far Cry 2. Does anyone else see the silliness in stalking a “terrible” arms dealer named the jackal while you can go to any of the convenient, weapon stores around the area and buy from a better connected arms dealer that has any type of weapon you could want? Not to mention why wouldn’t the one arms dealer want to kill the jackal as much as you do? I’ve tried to finish this game but I just can’t bring myself to care enough about either faction, or my buddies to do another uninteresting mission. I love the landscape but it’s the only thing that seems alive in this game. It’s like they made a tech demo of awesome landscape then decided to add some people with guns to make some money. Ok enough ranting.

  39. Sam C says:

    I forgot to mention how amazing the level editor is. Even though it’s restricted to multiplayer, it’s still the slickest editor I’ve messed with. It’s amazing, just a few clicks and drags to make believable environments. You don’t even have to open menus, everything is right there in the main screen. It feels awesome to just be able to create. I only wish you could play the maps on the ranked servers, although I understand why that’s not the case.

  40. James T says:

    I’ve actually seen people say that it’s not as good as Boiling Point. That hurts my brain. There’s also a large contingent of people complaining that avoiding combat is too hard, and there are too many fights – this would be an issue in an RPG, perhaps, but this is an FPS.

    I think people make these complaints because the checkpoints are usually purgatory-esque ‘filler’ battles that merely slow you down when you’re heading across vast distances to get to ‘real’ battles which have narrative/lucrative consequences, and are set in more complex and challenging arenas (the Fort or the Petro Sahel property or the plantation or blah blah blah). Checkpoints become a bit more enjoyable when you suppress the urge for resource management (ammo is plentiful in FC2) and just blast the living hell out of your enemies with maximum aggression (instantly killing those fuckwits in jeeps with a perfect lob from the pistol-slot grenade launcher just doesn’t get old — “Try running me down NOW!”), but they give a feeling of impeding progress, rather than being a part of progress. Why is this, and how could Ubi Montreal counter it? Well, they could fix the ‘buddies turn hostile in your second playthrough’ bug so I could PLAY THE GAME AGAIN I’m not actually sure how you would fix it in a game with the ‘geo-narrative’ (oh, so that’s why essayists make up words…) hub structure of Far Cry 2. The STALKER games deal with their real-estate very well (except when GSC blunder and create terrible overspawning areas, but the philosophy’s there) by having the story quests lead you linearly, zone by zone, through the… Zone, with ample free time in which you can (apart from one or two area unlocks) explore quite freely. Contrast with Far Cry 2’s structure — practically the whole world is open (there are two area-unlocks, one of them very minor), which is neato, except you’re always returning to the hub like a rubber ball on a string, treading the same paths over and over, fighting the same trolls under the same bridges, because you just got back from a long and bloody siege at Sepoko on an APR mission after ever-so-many game hours, and NOW the UFLL want you to trudge all the way back out to the same region and blow away a guy at the railyard next door (“Christ, couldn’t you have called me?…”); if, instead of a single hub, there were regional villages where you could acquire missions to be carried out in that general area (like Cordon village in STALKER, or Dark Valley in Clear Sky; the Bar from STALKER was an FC2-esque ‘hub’, but it didn’t send you very far away), each area could potentially become much more meaningful to you (“ahh, here’s the western savannah, where I waged war on bandits to steal back medicine for the Underground…”), plus when you went off to complete a task, you’d only be scuffling with three or four checkpoints at a time, not six or seven. You’d still have the freedom to go where you please, you’d still get to know and experience the whole map (heck, it’d exploit the map more effectively than the existing structure, where loads of missions happen in the same places, leaving some good locations practically unused), it’d just cut down on exhaustion, the “Christ, I’m really not up to playing that game tonight” mindset that no company wants to foster in its patrons.

    And just to cut off the inevitable twit protests in advance, I’m hardly suggesting some sort unattainable they’d-never-have-time-to-do-that feature creep here, just positing what you should and shouldn’t do with an open-world structure. Actually, considering the unprecedented(?) size of FC2’s maps, I’m surprised they went with a ‘single hub’ level design — it turns a virtue into a liability! Still a fun game though, despite a lack of ambition in the non-technological aspects (only one — arguably two — mission type, factions.are meaningless on a gameplay level, every NPC outside of a house is a killbot…) I’d recommend FC2 if they fix the nigh-game-breaking ‘rescue-buddies are hostile in your second game’ bug (it’s Ubisoft, so changes are 70/30 against… but some of their teams have better reps than others…)

  41. aldo_14 says:

    but they give a feeling of impeding progress, rather than being a part of progress

    Arguably that’s the entire point of guard posts…..

    I see the point, though. Problem is that each guard post is a tax on your ammo and your weapons lifespan, especially en-route to a proper mission battle. Albeit the game does usually offer alternate route, and I guess it is refreshing to have an FPS that makes you consider options other than just wiping everyone in your path out of the way.

  42. AndrewC says:

    You could sneak past the checkpoints or find an alternate route. Holy different types of mission if you only bothered, Batman.

    Emergent!

  43. James T says:

    I know how the same mission type (ideally) unfolds in myriad ways, I have played the game. I think the fundamental one-track-mindedness of it starts to glare a little by the second half, but if I thought that the limitation was completely unforgivable and unmitigated, I wouldn’t have praised the game at the start of that paragraph, now would I? Don’t tilt at windmills, it’s embarrassing.

    Arguably that’s the entire point of guard posts…

    Haha, quite…

    As you say, the wearing-down of one’s weapons is another downside to the checkpoint slog (it kinda depends with ammo — the sheer tonnage of bullets you have to pour into someone to kill them does expend ammo supplies quickly (and renders the scattershot heavy machineguns nigh-useless), but you’ll stay well-stocked if you abandon all bullet-based weaponry like I did — it can take the better part of an entire clip to kill a guy if your headshots are unlucky (and then it’s 50/50 you’ll just wound him and have to finish him off with the leftovers), but a pair of shotgun shells will usually do it. Love that USAS 12…) — in several major fights I’ve had my beloved dart rifle explode in my hands due to its high degradation rate plus all the little assassinations I had to do to get to the ‘real’ fight. (I’m pretty damn leery of gun-jamming in games generally, but gun-jams are actually a significant element of FC2’s economy, so that’s a whole other can of worms.)

    I agree that the many vectors of approach/evasion are a big part of what give this game legs. I pretty much hated the original Far Cry, but flexibility is something it definitely got right (in places), and Far Cry 2 goes one better (appropriately enough). The stealth potential at least allows you to put a dent in the enemy force before they find you out, and obviously the ability to just plain sneak past checkpoints can be a blessing (although in that case you can kiss your transport goodbye, which is a massive disincentive if you’re in a remote region… another plus for my ideology!). A mere scene or two of FC-esque flexibility would add a lot of longevity to the Half-Life games at relatively little cost (and for all the protestations about how Half-Life games aren’t supposed to HAVE longevity, ‘popcorn movie’, blah blah blah, the final fight of Episode 2 and AI-director ideas in Left for Dead make me wonder if Valve are coming to see the virtues of more ‘flexible’ game orchestration… it might just be a blip though, we’ll see). There is room between the Warren Spector school and the Gabe Newell school!

  44. AndrewC says:

    That’s tilting at strawmen.

    The wounding of guys adds to the brutality of the situations and the ‘never safe’ atmosphere.

    The losing your vehicle in remote areas adds to the sense of remoteness plus the designers always put in random patrols so you can, if you are good, get another car that way.

    So all these design decisions have appreciable effects of atmosphere and gameflow. They are not simply faults.

    Also, I’ve never had a shop bought gun jam on me. Swap them more often.

    However, and this is where i agree with you, they can get a bit attritional on your patience because the game is so spread out. The pace is slow, and the plot is handed out peicemeal. The changeover to the second map felt like an adrenaline shot simply because some things actually happened and changed. If they moved the plot faster, these design decisions wouldn’t have time to drag you down.

    These annoyances could also be a result of play style. Perhaps we shouldn’t be playing it in hours-long sessions. Perhaps this idea of super intensely playing it over a weekend or week before the next game comes out is not something we should expect most games to be able to survive.

  45. James T says:

    That’s tilting at strawmen.

    I’m sorry, what was that, Mr “if only you tried”? : P

    I have no problem with ‘wounding’ per se (except as an extension of someone surviving absurd quantities of bullet, but that’s another story). As for the cars and ‘all of these design decisions’, well yes they’re (largely) intentional, of course they have ‘appreciable effects’ (how else would I notice them?), it’s not like the devs could’ve put them in by accident — but so what? It doesn’t matter whether something’s a bug or a big solemn design decision — if it makes a game less satisfying, it’s a fault [insert ‘opinions are subjective’ boilerplate here].

    Theoretically losing your ride ‘adds to the sense of remoteness’, a fine idea, but in practice it can mean spending a very disproportionate swathe of game-time doing nothing but trudge, trudge, trudging off to whichever seems like the most bearable option (patrols are hardly ubiquitous, and if you’re stuck far offroad, good luck catching up with the dot roaming that track on the horizon! Oh, and if you understandably misinterpret a mountain range as a clear area on the map, you could be in for a gigantic runaround…) ‘Bearable’ is, y’know, better than ‘unbearable’, but still isn’t an adjective game designers should like to hear… Am I saying there should be a guarantee against losing your car? No*, just that it’s a major disincentive to stealthing past checkpoints, so complaints about the respawning aren’t invalidated by the ‘just sneak by’ option — you’re either fighting and fighting and fighting (so that you can get to the ‘real’ fight in the big arena with the significant challenges) with the combat approach, or you’re walking and walking and walking there with the stealth. Actually, it’s funny that you should mention the length of game sessions, because I was just thinking, those long hikes start to feel slightly absurd (a bit ‘walking simulator’) when you only have time to do your gaming in short bursts, like I did upon first getting the game — if you play the game for hours, trekking is likely to be a much smaller percentage of your game time, so you can better enjoy the bits of the game where you’re interacting with more than just the level geometry.
    Weapon-wise, I never miss an opportunity to replace the owned guns, but the higher-tech ones are still particularly prone to jams after I’ve had to ‘fight my way to a fight’. Not a huge deal, but again, another disincentive to fight at all the checkpoints and, by extension, to drive. I should point out again that I do like this game, and my criticisms aren’t of things I consider game-breaking, just the things that downgrade the experience from ‘satisfying’ to ‘Christ I hope I get to another good bit soon’ (and occasionally ‘enraging’).

    *(although, hey, calling up a buddy so they could give you a lift to the nearest [whatever] might be neat without being game-breaking… that’s arguably a bit feature-creepish of me, I admit, but hey, if it helps your game!…)

    Anyway, enough of the checkpoint stuff. On the theoretical level, at first I actually kind of liked how interchangeable the factions were — it seemed a clever comment on the real conflicts it’s based on, ancient gang warfare with a patina of ideology to give the indistinguishable thugs some PR spin; ‘old grudge, break to new mutiny’. But, like I was saying with the ‘remoteness’ thing, good theory can make for bad practice — as you say, it reduces the story to a vague mist of ‘get to the target and do this — our boys don’t know you, so they’ll kill ya just like normal’, with only the briefest periods of intrigue (I was so relieved to see the Jackal again whenSPOILERSPOILERSPOILER). I liked the very jaundiced view of mercenaries as the story went on though, that was pleasingly honest — you were playing the kind of prick that makes Tommy Vercetti look like a teddybear, and even your buddies were always part of that same nasty war machine. I guess it’s just one of those cases where reality bumps against game incentives (the narrative ones, in this case) and the latter kind of cops it.

  46. unclelou says:

    What annoys me is that there’s something almost cynical about the game – it’s like they just did what was absolutely necessary to be able to release it as a quick cash-in on the open-world shooter wave.

    The woefully undercooked story with annoying scripted events, the empty and restrictive maps, the formulaic weapon store and assasination missions (the latter ALWAYS with the same mission briefing and voice-acting), the silly behaviour of men in small cars attacking my jeep with a mounted machine-gun, the fact that noone ever fights with each other out there, the lack of any impressive set-pieces whatsoever, the uninspired diamond hunt, the useless malaria idea which is just an excuse to send you on yet another identikit mission.

    Clearly not a labour of love of the devs.

    And why am I even doing these missions? Noone is talking about the jackal AT ALL? What could have been an exciting hunt in an (almost) warzone, where you trade clues for misisons, is just a subpar shooter with pseudo-linearity, lots of immersion-breaking idiocy, lots of dubious design decisions and an almost low-budget feel to it all (with things like your target still standing on a bus, shouting a speech in his megaphone, while you kill everyone around him).

    Gave up somehwere at 60%, and I only ever got this far because I wasn’t ready to believe the much-touted about, non-linear story wouldn’t be quite such a shallow, bolted-on element, and was waiting for something, anything, to happen.

    All in all, pretty terrible, and just because of the odd reasonably fun shootout I’d give it a 5.

  47. Paul Moloney says:

    James T (Tiberius? :):

    “a fine idea, but in practice it can mean spending a very disproportionate swathe of game-time doing nothing but trudge, trudge”

    I”ve rarely spent much time on foot, and indeed sometimes when I’m attacking while driving, I’m happy enough to blow up said car to take out enemies. Once you captured enough safe houses, between those and sentry posts, you’re rarely far from a vehicle. I think the longest I’ve spent walking in game is 2 minutes. It’s possible to simply drive at full speed through – or around – many sentry posts – and get away relatively unscathed. Don’t forget that you can also repair vehicles – I didn’t realise this at first – so even if badly damaged, you can bring them back to new condition.

    P.