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This piece by Duncan Fife doesn’t actually escape the six month window that surrounded the release of the game, but I felt it worth including because it was one of the first to raise the question of the ethical issues that arise from the absence of civilians in the game world. There have been many criticisms of Far Cry 2, (and also many criticisms of the idea of ludonarrative dissonance), and for the most part I find the criticism more engaging than the praise. I disagree with a lot of Keever’s opinions in the piece, which is probably the main reason I chose to include it. This piece by Justin Keever from the middle of 2017 is the most recent piece on my Top 10.
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#9 – Playlist: Far Cry 2’s Abuses of Body and Story The idea that we can ‘feel good’ about playing a game wherein we do so much terrible stuff is nicely framed in the context of the Paradox of Tragedy, which I had not heard of prior to this article. I’m not sure when this piece was written – I think it might have been 2012. There are several academic, or borderline academic pieces in this list, and this piece by Caesar Bautista is the first of them. (Note: if the link doesn’t work, paste this into your browser: ) #10 – an essay about the Paradox of Tragedy in Far Cry 2 I owe you all an enormous debt of gratitude, and I look forward to repaying it. You’ve made a big difference in my life, and without your passion, insight, criticism, and perspective, it’s not clear that I would be where I am today. Thank you to everyone who has played the game and shared their perspectives and opinions on it over the years. That said, within many of the pieces I’ve chosen to share, you’ll find links to other pieces that would have made the Top 20, so they are there if you look for them. I could have easily made this a Top 20, and some very great writing didn’t make the cut. So, I’ve gathered together my Top 10 articles about Far Cry 2.
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But looking back at comparisons – even favorable ones – doesn’t elevate the discourse much, and I wanted to focus on writing about Far Cry 2 outside of the context of other games in the series. Part of the reason Far Cry 2 continues to be written about today is, of course, because it stands as a reference for the games that have followed it.
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I also tried to avoid pieces that were explicitly comparing Far Cry 2 to other games in the series – there are a lot of those. In terms of how I filtered them: for the most part I avoided reviews, and tried not to select pieces from the six months that immediately followed the launch of the game (I failed, but I tried). I went back through old emails, searched the internet, and spent hours organizing my Instapaper account in order to narrow it down to what I feel are the ten best pieces written about Far Cry 2. So for the 10th anniversary of Far Cry 2, I wanted to share some of the best and most thoughtful criticism of the game that I’ve come across. Some people say the game is a ‘cult classic,’ some say it was a ‘sleeper hit,’ others call it a ‘reference game.’ That’s all fine, but what matters to me, and what has kept me going over the years, is the simple fact that 10 years later, people are still inspired to play it, to revisit it, and most importantly, to write about it. In fact, some of the best articles and analyses of the game have been written in the past 18 months. But the critical discourse and the analysis of the game continued, and continues still.
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The reviews of the game mostly stopped coming after the first six months. He’s graciously allowed us to reprint his collection here as a Critical Compilation.įor 10 years, Far Cry 2 has continued to generate thoughtful responses, meaningful criticism, and increasingly sophisticated analysis. Recently celebrating the 10 year anniversary of his best-known game, Far Cry 2, Hocking brought together his favorite critical pieces in a seven-part blog series. To this attitude, Clint Hocking exists as a strong counterpoint: he’s a veteran developer known for several beloved games as well as the coiner of one of game criticism’s most enduring (and hotly debated) concepts, ludonarrative dissonance. It’s often said that game developers and critics speak two different and incompatible languages.