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SummaryGood idea, awful implementation
The GoodI liked the idea behind the game. Unfortunately...
The Bad... it just doesn't work.
From the absolutely horrible and most annoying rapidly re-spawning enemy AI ever to feature in a video game, the immersion breaking "town" which contains six mercenaries and a priest, the maze-like map and right down to stupid details like road signs coloring to indicate which path to take (as if the ever-present GPS and a detailed interactive map weren't enough). It just doesn't work.
The Bottom LineHere's some selective commentary on the typical Far Cry 2 session.
You arrive back into the "town" and check the map for a triangle with an exclamation point (indicating quest givers). This will invariably be one of the two faction HQ's for the main missions. You arrive at the door and all your weapons are removed by the guard to prevent you from ending the game early, upon which you ascend the stairs and listen to the mission details. You then either accept or refuse, although you have to accept to progress in the game, making the choice rather pointless. The faction leader then gives you twenty diamonds and tells you that it's a super secret cover ops mission, so don't expect any helps from his troops. In fact, he says, they will actively engage you. This is in a way convenient since there's no way to distinguish, visually or otherwise, between the two sides anyway. There are no civilians whatsoever anyway.
You hoof it back to your vehicle or take a conveniently placed re-spawning town vehicle and immediately get a call from your best buddy to meet him in some safe house or another. You check the map. Oh great, your friend is on one side of the map, and the mission objective on the other? Oh well, lets go. Wow, this car sure feels like a spaceship. Is that a shack I see at the end of the bridge? Suddenly, machine gun fire everywhere. A second after you pass the checkpoint you're being pursued by an amazingly fast accelerating assault truck that's carrying a gunner who hits you with sniper-like accuracy with a heavy machine gun, all while speeding down Africa's dirt roads at 90 mph. The inhuman assault truck never ever gives up.
Okay, you made it to your friend's safe house at the other side of the map either by destroying five assault trucks or stalking through Africa walking or swimming. Your friend tells you how she would like you to alter your mission to suit her. Why exactly couldn't you have told me this over the phone?
Ten assault trucks later, you arrive at your mission objective. You snipe (sniping is easy, no bullet drop, perfect aim, always a kill) a few stupid enemies, throw a couple of grenades and it's over in a minute. After this pseudo-climax, you feel very empty and alone.
But wait, your friend calls you. She's in trouble just a bit off the objective. You rush to help her, kill a couple more stupid AIs and you're presented with a menu option "press X to medicate your best buddy" and "press Q to mercy kill your best buddy".
You press escape, click on Quit, click Quit in the main menu, confirm that yes, you do want to Quit and are thrown onto the desktop. You bask in the ineffable complexity of situations which bothered to publish this trash.