Far Cry 2 Sells Over One Million Units
by Chris Faylor, Nov 11, 2008 9:35am PSTUbisoft Montreal's open-world shooter Far Cry 2 (PC, PS3, 360) has sold over a million units worldwide since its hit North America and Europe during the week of October 19.
"[Far Cry 2] is well on track to achieve our expectations for the year," said Ubisoft CEO Yves Guillemot. "The holiday quarter is off to a solid start with the successful launch."
A per-system breakdown of the game's sales was not provided. The PC version topped the retail sales chart in North America the week of its release, though no hard numbers accompanied that feat.
If the console versions make it onto the monthly top ten, US sales figures for the PS3 and 360 releases will arrive later in the month courtesy sales-tracking group NPD.
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About a third of the way in I realised that I enjoyed the game much more once I bore in mind it was a first person shooter first and a open world sandbox second. Its full of those cool moments in games that you want to tell your friends about and I love that it excells at letting the player deal with an encouter in multiple ways.
Silly things that annoy me even if I think its great:
- Why does EVERYONE want to kill me soon as they see me? A few civilians here and there would'nt have hurt.
- Why does my character keep accepting missions from characters that could'nt be more untrustworthy if they twirled a long black moustache and cackled as they speak to you? The longer I played, the more it felt like I was playing as the human version of Odie, the dopey, trusting dog in Garfield.
- Why did they break the cool Gordon Freeman-esque silent character thing with a couple of odd words, mostly curses, here and there?
- Where were the Lions/Hyenas etc? I know they are rare in real life but still, its like setting a game in space and deciding not to have lasers in it! It's part of what makes the African savannah exciting, the chance of becoming a fatal runner up in the food chain. At the very least predetors would have given a little change from the gun-toting human that 100% of the bad guys are.
- Why do Buddies, when they rescue you [awesome feature], then take away your pistol and give you a crappy one?
- 25 diamonds to carry a measly extra syrette? WHY??
- Slide? Did anyone use this feature?
- Noone is capable of getting out a vehcile without getting out casually in the same fashion everytime, ignoring the trained killer with the gun pointed at him till its too late.
- My character can repair a truck in seconds, flip it over should it roll over but he fails to have a plan for when the truck gets stuck on the only rock in the desert.
- Silly save system. I played it on PC so it just didnt make any sense but I hope the Consolers were not forced to save in silly points.
- Malaria....... why?
- Respawning baddies, nuff said.
I could go on but I'm getting silly now.
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Stealth and silenced weapons are almost useless. In most cases the patrol routes either overlap or guards are in sight of each other, making stealth kills fairly worthless because they alert on the dead body almost immediately and you can't move them ala Thief.
Nice environments, very scenic and performance seems good, bang for the buck. Some weapons are too accurate when iron sighted, mostly pistols.
The guard posts are too numerous and respawn far too fast, making for much tedium trying to get around...enough so that I stopped doing all the optional buddy missions. Bad, bad call on that, not sure what they were thinking there. Clearing out a guard post provides no sense of satisfaction when you know it will be restocked in 5 mins once you leave the immediate vicinity.
The story is decent, which actually makes it fantastic for a shooter. I felt the Jackel was especially well developed.
Overall, a good technical effort that would have benefited from better game design decisions. Hopefully it can be modded or someone else will license the engine to better use.
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