20 years ago Far Cry was released
en.wikipedia.org
en.wikipedia.org
The brothers went to E3 with a demo they were showing us all, but only some of us has the tech to fully run it (I had a GeForce256 I got for free from NVidia because of work I had done with the recently opened up Quake source code) - then things went crazy, they tried to get a bunch of us to move to Germany and put us up in hostels on very restrictive contracts (basically they'd move us then we'd be completely liable for our own costs)
Now, the X-Isle demo really did help push NVidia cards, but the company now had to ramp up quickly.
I heard that 'mafia' money was involved in making this happen (and they came calling for their interest a few years back which is why the company hasn't done so well) - it was odd that Cevat's first purchase was a Ferrari...
Anyway every other project got canned after this - a few of us went on to try set up our own studio, but that didn't pan our after a year.
Can highly recommend the game.
And somehow I don't feel like anything, but the absolute obvious, is any better.
I don't think it is either, speaking as someone who also started using the internet when hardly anyone was. I mean, if you think about it, human needs (even up to self-actualization) require just a modest amount of innovation. After that, it's just the trick that was invented at the turn of the 20th century with psychological manipulation and advertising: they found a way to make us think things are getting better, but not really in the sense of absolute human enjoyment. For example:
* Yes, I do love my Macbook Air M1 which has undreamt of power compared to my old 486 computer that could barely run "Tomato Blaster", but the power my current Mac is only valuable in regard to the rest of the technology that exists...but if computer development stopped at the 486 would I really be less happy? Not really, I would still enjoy using it and developing basic junk on it.
* Yes, I love my 24MP full-frame camera with my 500mm prime lens. Looking back at a photo guide to animals from the 80s, my equipment destroys the shots back then. But then again, if NO ONE had this advanced stuff, I doubt I would be less happy. In fact, I recently put an old mirror lens introduced in 1983 on my camera. The shots are way worse than the modern prime, but yet...I can get some interesting images and honestly I'd be happy "perfecting my craft" on that lens if no modern lenses were available
The truth is, the very knowledge of the existence of newer technology makes us want it, but do we really need it?
In most cases no, and because creating new tech requires more resources, I think that endless technological development (especially with regard to new computing) is an enormous mistake.
Looking at how beautiful pictures they were able to make with potatoes helped me stop worrying so much about gear and technical perfection. (I mean, art is subjective, but this I would judge to be beautiful and yet I can almost count the pixe^wsilver grains: https://kurtgippert.cdn.bibliopolis.com/pictures/018668_4.jp...)
(Playing really good old video games has the same effect for me except in that area.)
(On the contrary, I feel sad when things I missed are brought up. There's a lot that happened technologically in the late '60s and through the '70s that I can only read about in history books.)
We were discussing this audio job he was applying to in Germany for a gaming company. He had an upcoming interview with them and we were brainstorming what new ways you could utilize audio engineering to write more interactive soundtracks.
The normal way was simply to change soundtrack when you went from normal mode to high action. But we started discussing a more interactive approach I had been playing around with in the CD-ROM lingo days and because Thomas was an excellent composer and understood audio engineering at a very deep level we came up with the idea of constructing a sound track in layers so that there would be some audio layer that were always there, but others would then be added or removed to provide a almost a gradient audio intensity experience.
The challenge was obviously to make it feel very different gradually even though you were mostly using many of the same elements and just layering them.
He went there and while there were other great candidates they gave him the job because of his way of thinking about music in games and the rest is history.
His successor for the next game was none other than Hans Zimmer.
He later went on to do music for Hitman.
Here is the FarCry soundtrack if you want to be taken back in time: https://soundcloud.com/j-wilhelm-139558882/far-cry-2004-main...
I always told them I'd let them go 15 mins earlier if someone has more kills than me in deathmatch. Only got beaten once
Twenty years of memes disagrees wholeheartedly
There was a time when it took fairly impressive hardware. I think this was one of the first popular 64bit games, upgrading into it
I don't think so. I remember struggles and patches necessary to get it run when I moved to a 64 bit machine a few years after it came out and I wanted to replay it.
https://www.anandtech.com/show/1677
They were technically beat by Chronicles of Riddick who shipped something on disk
Looking back, this did little for performance. I suspect the memory limitations and introduction of SMP around that time to be a lot of warts we recall
Recently I bought a graphics card for 600 when the prices came down, a 3070 RTX, a more conservative choice since the top models now go for 2k.
I was working as a game programmer and technical designer on a big budget FPS back when the original Half-Life was released, and immediately "AI AI AI!!!!!" became a stifling buzzword and thought-terminating (ironically) slogan, heavily reorienting how people thought about shooter design and, essentially, ending boomer shooters as a thing for a good long while and ushering in the era of Halo, Call of Duty, cover-based shooters, and so on.
I happened to adore boomer shooters and have good taste for their rhythms and making them, so the transition is not one I personally enjoyed at all.
But worse in a way, Half-Life ALSO ushered in much more linearity in level design because of their awesome interactive set pieces and the particular interactive way they got across their story. Certainly that was the way its release was experienced in the studio I was in, anyway. Less sprawling, unfolding, and backtracking like in Doom (where the space unfolds over the course of a level in something like a fractal way), more following a string of pearls and hitting all the scripted events, like a haunted house ride. You didn't want the players getting lost, you didn't want them to get bored backtracking, and you didn't want them to miss any of the cool one-off scripted content you'd made for them.
(I love Half-Life, so I don't blame it for any of this - it's a vastly more interesting game than many of the games it inspired, which I think is typical of highly innovative games)
At the time, I wasn't quite yet a thoughtful enough, perceptive enough game designer to recognize how deeply in tension those two changes ended up being with each other. And so I spent a miserable year of eventual burnout trying to make "good enemy AI that players actively notice" as a programmer for a game whose levels kept getting progressively tighter, more linear, and more constrained to support the haunted house ride of scripted events.
As a point of contrast, games like Thief and Thief 2 were magnificently structured for good, cool AI that players could notice, and it was specifically because of the non-linear ways the levels were built, the slow speed of the game, the focus on overtly drawing attention to both player and enemy sense information, and the relationship between the amount of space available to players at any given point to the amount of enemies they faced, as well as the often longer length of time players engaged with any particular set of enemies... and of course, despite all these cool features, poor, poor Thief was released to store shelves just 11 or 12 days after the original Half-Life. Business advice 101 is don't release your first person game 11 or 12 days after Half-Life.
Anyway, that all leads in to my admiration for Far Cry's design. Their outdoor levels actually steered their game design in a direction that could let enemy AI breathe and be an interesting feature of their design, in turn giving players higher level choices about when, where, and how to make initiate fights. In that sense, it reminded me of where Thief had already gone previously, but in the context of a high profile shooter. But doing that required actively relinquishing the control of the haunted house ride-style of pacing, which I think was kind of brave at the time.
I watched the movie a few years later, it was ... not as good as the game. But movie adaptations of video games almost never are, Postal being a notable exception.
https://www.cinemablend.com/features/Uwe-Boll-Money-Nothing-...
They closed the loophole he was using in 2006.
He was a fairly competent producer, if he had gotten a better director on board, things might have worked out differently.
Postal, though, is brilliant, IMHO, because the movie captures the gross, absurd humor of the game perfectly. It's campy, which is what makes it work.
FC2, FC3, FC4, FC5 and FC6 had checkpoints
> made me explore the same checkpoint dozens of times,
FC1 checkpoints were game progression checkpoints. FC2 checkpoints were in-game road checkpoints.
So attacking, in the end load again, different strategy ..
One thing which struck me at the time was the fierce competition between ATI and NVIDIA … Squinting at side by side aliasing comparisons in Far Cry and Doom 3. Now it doesn’t feel so competitive.
Feels bad for NVIDIA to have this same kind of ridiculous clause in the AI EULA, “ 9.12 Customer may not use the AI Products for the purpose of developing competing products or technologies or assisting a third party in such activities.” as OpenAI shamefully writes, and Anthropic. And Microsoft. And Inflection. And Google. If you can’t enforce a noncompete on your own employees, then it makes no sense to try to pull that stuff on customers. “Not for resale” is one thing, but “no competitive work based on this” is appallingly beyond. Literally only Mistral AI fixed the issue so far!
Name one great athlete who would have been equally skilled in a world with no competitors.
Tying the games to the engine allowed them to move fast but at the expense of a truly general purpose engine.
As my bro was heading to go out; I showed it to both of them as they were passing by.
I received kudos of coolness, and because I normally have music playing in the background, Gary Jules - Mad World started playing next in the playlist. Only for my brothers mate to go "Woah, I was just thinking about that song".
And that's my memory of FarCry.