ReportWire

Tag: far

  • Here’s Everything Keith Lee’s Eaten in Chicago So Far

    Here’s Everything Keith Lee’s Eaten in Chicago So Far

    [ad_1]

    Buckle up, Chicago: Massively popular TikTok restaurant influencer Keith Lee, a former MMA fighter who has rocketed to social media stardom, is back in the Windy City.

    On Monday, July 22, the former MMA fighter and Detroit native announced his return to Chicago for a more robust visit than his brief stint in fall 2023 when locals first saw the “Keith Lee effectplay out in real-time at spots like Soul Prime in Lincoln Park. “This time, we’re doing the whole thing,” says Lee.

    Lee’s straightforward approach, arguably a key facet of his popularity, relies largely on suggestions from his millions of followers, who direct him toward mom-and-pop restaurants that often don’t have the deep pockets required to hire a PR team. His video reviews generally follow the same structure. First, Lee’s family enters the chosen restaurant, assesses the service, and orders take-out. Lee remains incognito, devouring the food from the comfort of his car, and rating the items on a one to 10 scale.

    As Lee chomps his way around town, Eater Chicago will update this running list.


    Tacotlán

    4312 W. Fullerton Avenue, Hermosa

    For his second Chicago stop, Lee and his family headed to Tacotlán, a well-known haven for birria lovers in the Hermosa neighborhood. In a review posted Wednesday, July 24, Lee acknowledges that the restaurant isn’t exactly a hidden gem, but says he was drawn by claims that it serves the best quesabirria in town. He spent $22.25 on three quesabirria tacos with extra rice, no beans, and a styrofoam coffee cup of consomme. As Lee chows down, a booming sound effect rapidly clues viewers in on his reaction: “Good night,” he deadpans. Both Lee and wife Ronni bestow the juicy tacos with a 9 out of 10 rating.

    Amici Chicago

    3933 N. Broadway, Lakeview

    For his first stop in Chicago, Lee visited a tiny spot that specializes in arancini (fried Italian rice balls) stuffed with savory ingredients from various countries. It’s become a favorite of neighborhood Facebook groups. Lee, who posted his review on Wednesday, July 24, and his family spent $54 on six arancini, each with its own dipping sauce: Ethiopian doro wat, Mexican birria, Indian butter chicken, Indian tikka masala, Caribbean jerk chicken, and Italian meat sauce with cheese and peas. The birria arancini was an immediate hit for Lee, who praised the spices and “high-quality” meat and rated it 8.7 out of 10.

    A classic Italian submission, which Lee describes as a “hand-held meat pie homemade lasagna,” rated even higher (9 out of 10). Things get a little confusing when Lee proceeds to a “curry chicken” arancino, which appears to contain butter chicken, which was (unsurprisingly) low in spice but high in flavor, earning it a rating of 7.9 out of 10. The doro wat arancino, stuffed with berbere-spiced chicken, caught Lee slightly off-guard as he’d never tried it before, and he found it a little too salty, resulting in a 4 out of 10 rating. Finally, Lee circles back to the Indian tikka masala, which — like the other “subcontinent” option — also lacked flavor, though Lee ultimately assigned it 6.5 out of 10.

    [ad_2]

    Naomi Waxman

    Source link

  • Christopher Lloyd returns to The Addams Family in Wednesday season 2

    Christopher Lloyd returns to The Addams Family in Wednesday season 2

    [ad_1]

    Wednesday, Tim Burton’s take on The Addams Family naturally became hugely popular on Netflix. Both are staples of spooky goth teens everywhere, so it was a match made in heaven (or hell?) and the series spent 20 weeks on Netflix’s Global Top 10. Jenna Ortega’s sharp, sardonic take on the character bewitched many — as did her firm stance against love triangles.

    “Nobody wants to see her in the middle of a love triangle,” Ortega said to W Magazine back in 2022. “They want to see her torturing people.”

    Netflix officially renewed the YA supernatural romp in January 2023, though news has been scant (likely due to the ongoing strikes last year). But with filming beginning this week and some exciting casting announcements, here’s everything we know about Wednesday season 2.

    Photo: Netflix

    What’s Wednesday season 2 about?

    We’re not entirely sure of the plot, but it’ll likely pick up during Wednesday’s next school year at Nevermore Academy. According to the showrunners, the entire Addams family will be coming to the school in some capacity. There were a lot of loose ends last season, including the identity of Wednesday’s stalker and the weird cult that mean girl Bianca’s mom is part of.

    Who’s in Wednesday season 2?

    Jenna Ortega returns as Wednesday, and this season she’ll also serve as a producer. Other returning cast members include Emma Myers as Wednesday’s perky werewolf roommate Enid; Joy Sunday as school queen bee Bianca; and Hunter Doohan as Tyler, the cute barista who is actually the bloodthirsty monster that killed a lot of people last season.

    The other cast members of the Addams family, namely Catherine Zeta-Jones (Morticia), Luiz Guzmán (Gomez), and Isaac Ordonez (Pugsley), have been promoted to series regulars.

    “We are thrilled that the entire Addams family will be enrolling in Nevermore Academy this season along with a dream cast of icons and new faces,” showrunners Al Gough and Miles Millar said in a statement to Netflix. For Pugsley, this makes sense, but will Morticia and Gomez be teachers or students? Are they going for graduate degrees, perhaps?

    wednesday, a surly and pale dark-haired girl looks uncomfortable as she stands next to enid, a blonde smiling girl with pink and blue dyed ends of her hair

    Image: Netflix

    Who’s not coming back?

    Even though Tyler was carted off the jail at the end of season 1, Doohan is still a series regular — clearly there’s some unfinished business! But Jamie McShane, who played his father, will only appear in a few episodes. In addition, Percy Hynes White who played the other bland cute boy Xavier, won’t be returning. This coincides with sexual assault allegations that led to a campaign to remove him from the show.

    Anyone new in the Wednesday season 2 cast?

    You know it! Some big names are joining the new season of Wednesday as series regulars. According to Netflix Steve Buscemi (Spy Kids 2: Island of Lost Dreams) will play a character named Barry Dort and Billie Piper (Doctor Who) will play someone named Capri. Other actors joining as series regulars include Evie Templeton (Return to Silent Hill), Owen Painter (The Handmaid’s Tale), and Noah Taylor (Park Avenue), though their roles are still undisclosed.

    Additionally, we’ve got some interesting guest stars, including Christopher Lloyd, who played Uncle Fester in the 1990s Addams Family movies. Last season Christina Ricci, who played Wednesday in those movies, was the show’s big bad villain, so it’ll be interesting to see what Lloyd’s involvement is. Thandiwe Newton (Westworld) will play someone named Dr. Fairburn and Joanna Lumley will play the Addams family Grandma. Other guest stars include , Frances O’Connor (The Missing), Haley Joel Osment (The Kominsky Method), Heather Matarazzo (The Princess Diaries) and Joonas Suotamo.

    When is season 2 coming out?

    Filming began in May 2024, so at the very earliest, Wednesday season 2 wouldn’t come out till late this year. But early 2025 is more likely.

    Where can I watch more Wednesday in the interim?

    The first season is on Netflix, but if that’s not enough, you can also check out Christina Ricci’s Wednesday in the 1990s movies, which are both currently streaming on Pluto TV. This will especially prime you for whatever role it is that Christopher Lloyd has in the new season. The 1964 sitcom is also streaming on Pluto TV. Oh, and there’s the 2019 animated movie, but we don’t really talk about that here.

    [ad_2]

    Petrana Radulovic

    Source link

  • All the Echo season 2 news we’ve heard so far

    All the Echo season 2 news we’ve heard so far

    [ad_1]

    Echo season 1 ends with a bang, with Echo (Alaqua Cox) going up against Kingpin (Vincent D’Onofrio) again after confronting him in Hawkeye. Along the way, she reconnected with her roots, her family, and her sense of self, putting her on the track to becoming a hero.

    It’s enough to make you wonder where Echo might show up next. So far, Echo has only appeared in Hawkeye and Echo, but with the MCU branching farther than ever, it seems like there are a lot of places a hothead superhero could pop up — including, potentially, a second season of her own show?

    Here’s everything we know about Marvel’s future plans for Echo and Echo:

    Is there going to be an Echo season 2?

    As of this writing, Disney hasn’t confirmed if there will be a season 2 of Echo. For now, the show is being billed as a miniseries, just like Hawkeye before it. But that doesn’t necessarily mean that the show won’t be coming back.

    When will Echo show up next in the MCU?

    So far, neither Alaqua Cox nor Echo have been confirmed to show up anywhere else in the MCU. But there is a Daredevil show in the works (and in the reworks) that seems like an opportunity for her; after all, they had a pretty great fight in Echo.

    And if Hawkeye is any indication, this doesn’t have to be the end for Cox’s Maya Lopez. Hailee Steinfeld’s Kate Bishop showed up in a teaser scene at the end of The Marvels as Hawkeye’s heir apparent, meaning Echo could find an analogous slot somewhere in the MCU. (Even if, for now, it’s still unclear what Kate will be doing as part of Kamala’s team.)

    When might Echo season 2 debut on Disney Plus (or Hulu)?

    If there is an Echo season 2, it might be a while before it actually comes out. Echo was first announced in November 2021, right after Cox showed up as Echo in Hawkeye. With the show only getting released some two years later, the earliest we’re likely to see Echo season 2 would be 2026.

    What does this mean for the Marvel Spotlight?

    Photo: Chuck Zlotnick/Marvel Studios

    Echo was a unique release for Marvel, not just because it was the first one to drop on Hulu (and in full) instead of Disney Plus. It was also the first entry in the new Marvel Spotlight umbrella, something Echo producer Richie Palmer says Echo was the right show at the right time to be.

    “I think it was us saying, You know what? Echo wants to be its own thing. So let’s allow it to be,” Palmer tells Polygon. “We wanted to figure out, when we were bringing Maya Lopez to life, how do we honor that aspect of the comics? How do we keep it dark and gritty and separated from everything else that was going on?”

    “And then Kevin [Feige] came in, as we were editing the show, and we were seeing how dark we were pushing it. And he was saying, Don’t hold back on the violence, don’t hold back on the grit and this grounded tone, it’s what’s making this show so unique and special. So Marvel Spotlight kind of came from Kevin.”

    With Spotlight offerings being framed as an opportunity for more casual viewing, even sans any other MCU knowledge, it’s unclear if shows like Echo are being designed (or promised, or even considered for) a second season.

    [ad_2]

    Zosha Millman

    Source link

  • Blue Eye Samurai is getting a second season at Netflix

    Blue Eye Samurai is getting a second season at Netflix

    [ad_1]

    Blue Eye Samurai is coming back for a second season at Netflix. The series debuted on Nov. 3, and got renewed a few weeks later. Netflix announced the second season on Monday with a short video.

    The show’s renewal comes as no surprise considering it’s popularity. It spent several weeks in Netflix’s top 10, and made several best-of-the-year lists, including the number two spot on Polygon’s own list. On top of that, the show’s first season ends with clear intention for another season. But Netflix didn’t announce much more about what we can expect from season 2, other than that it’s on the way. So, here’s everything we know about the next season of Blue Eye Samurai:

    [Ed. note: This story contains spoilers for Blue Eye Samurai season 1.]

    Is Blue Eye Samurai getting more seasons?

    We know for sure that a second season is on the way, but Netflix’s announcement didn’t come with the promise of more than that. While some animated series often get picked up for at least a season or two, it seems we’ll have to wait a while until we find out just how long Mizu’s journey may stretch on for.

    When will Blue Eye Samurai season 2 release?

    There’s no good way to tell, but the first season was greenlit back in 2020. With pandemic conditions making production harder, and the general difficulty of starting up an animated project, it’s likely we won’t have to wait a full three years before the next season, but turning around another batch of episodes next year would be pretty daunting too. With that in mind, it seems like 2025 is the most likely date for new episodes of the show to arrive.

    What will season 2 of Blue Eye Samurai be about?

    This one the show is very clear about: We know that Mizu is heading off of London, ready to make her way through a foreign land, which is likely to come with quite a bit of culture shock, in hopes of killing her last two targets. Meanwhile, Akemi is heading to the palace to find whatever influence she can over the future of Japan, while Ringo seems to have found a new master.

    All of this should make for a much bigger, more expansive second season, but also one that broadens the show in exciting new ways.

    Who will be in the cast for Blue Eye Samurai season 2

    Along with the main cast of the first season, who all seem likely to return, Netflix hasn’t made any announcement of additions for season 2. Although, considering the talent that’s involved in the show already, it’s possible some pretty big names could get onboard as the show heads to London.

    Is there anything similar to Blue Eye Samurai I can watch while I wait for season 2?

    Weirdly enough there is, though we can’t promise it will be good just yet. FX’s new series Shogun is about an Australian who journeys to Japan and becomes a samurai, and its first trailer looks pretty good. The series is set to debut in February and will probably scratch a similar itch to Blue Eye.

    If even waiting a few months feels like too much for you, there’s also Vinland Saga, an anime about a Viking seeking revenge for his slain father until he finds out that revenge is much more complicated than he thought.

    [ad_2]

    Austen Goslin

    Source link

  • Why is Captain Laserhawk called a ‘Blood Dragon Remix,’ anyway?

    Why is Captain Laserhawk called a ‘Blood Dragon Remix,’ anyway?

    [ad_1]

    Ubisoft and Netflix’s new animated series Captain Laserhawk: A Blood Dragon Remix has very little to do with the Far Cry game series, from which it draws part of its title. Viewers of the mixed-media show don’t need to know anything at all about Far Cry, or its strange, neon-infused spinoff from a decade ago. But series creator Adi Shankar said it would be “disingenuous” to not reference Far Cry 3: Blood Dragon, the 2013 video game that was a shocking aesthetic swerve in Ubisoft’s open-world survival adventure game.

    Shankar said that calling his new mashup show, in which the worlds of Assassin’s Creed, Beyond Good & Evil, and the Tom Clancyverse collide, is him “paying homage, paying credit” to Far Cry 3: Blood Dragon.

    “When you look at how important Far Cry 3: Blood Dragon was, it’s a seminal fucking piece of art,” Shankar said in an interview with Polygon. “At some point people are going to look back and say there were seminal things [in that game] that seeded this online art movement, which continues to grow. Blood Dragon was one of them. So this is me wanting to acknowledge that.”

    Captain Laserhawk is more like a reverential cousin to Far Cry 3: Blood Dragon. Both pieces of media are set in dystopian futures, and steal liberally from ’80s-era influences: synthpop music, VHS tapes, video games, and effortlessly cool action stars. Far Cry 3: Blood Dragon’s hero was a mishmash of the T-800 Terminator and Kyle Reese wearing an NES Power Glove holding RoboCop’s hand cannon. Captain Laserhawk’s Dolph Laserhawk is similarly cybernetic, with a gun arm that evokes Mega Man’s Mega Buster or Samus Aran’s arm cannon.

    Far Cry bad guy Pagan Min does make an appearance.
    Image: Netflix

    There are clear similarities and distinct differences between the two Blood Dragons. Shankar described his show as “more of a vibe” as opposed to “adapting the ‘tome’ of Far Cry 3: Blood Dragon.” In fact, when Shankar’s show was first announced back in 2019, it was called Captain Laserhawk: A Blood Dragon Vibe.

    Captain Laserhawk is “part of the same lineage” that the CRT-filtered, laser beam-slathered Far Cry game spinoff was, an aesthetic that has permeated through other works of art over the past decade. Shankar specifically namechecked Destiny 2, The Weeknd’s music videos, and the Duffer brothers’ Stranger Things as examples of contemporary works existing on the same creative lineage.

    “It all just kind of organically happened via the internet and Blood Dragon was a seminal moment in that,” Shankar said.

    And while the Far Cry 3 and Blood Dragon influences may be a small part of Shankar’s animated series, especially compared to how much Beyond Good & Evil influence it contains, there is some Far Cry at the show’s heart — and at its periphery.

    “Well, you know [Far Cry 4’s] Pagan Min is in this, reinterpreted through a JoJo’s Bizarre Adventure lens,” Shankar said. And, he teased, “the universe is populated with other Far Cry characters. They exist, and you may not see them here, but they’re out there in the universe.”

    [ad_2]

    Michael McWhertor

    Source link

  • The Subversive Genius of ‘Far Cry 2,’ 15 Years Later

    The Subversive Genius of ‘Far Cry 2,’ 15 Years Later

    [ad_1]

    He speaks with a familiar, unnerving sureness. “Men have this idea that we can fight with dignity, that there’s a proper way to kill someone,” says the arms dealer known as the Jackal, the central antagonist of Far Cry 2. “It’s absurd. It’s an aesthetic. We need it to endure the bloody horror of murder. You must destroy that idea, show them what a messy, horrible thing it is to kill a man.”

    For all the gruesome, wince-inducing ways that virtual bodies have been designed to meet their demise, the idea that violence can create a bigger kind of mess is one strangely lacking in video games. Not so in Far Cry 2, which depicts the repercussions of killing on both micro and macro scales. Down an enemy in this open-world, first-person shooter, and they may not actually go down. Instead, they’ll convincingly writhe in agony before pulling their sidearm on you. Destroy an entire encampment, and another will simply take its place, respawning because so little—least of all conflict—can be solved with a gun. The world that Far Cry 2 presents, an unnamed African country ripped apart by civil war, is one in which violence seems to have its own libidinal energy. The only way out is to turn a weapon on yourself—to engage in an act of self-annihilation.

    Released 15 years ago Saturday, Far Cry 2 is not an easy game to love. Its sub-Saharan setting burns with deep orange hues while also sinking into a swampy morass of muted greens and browns—evocative, if not straightforwardly beautiful. Neither is it a straightforwardly “good time,” but a brutal, sparse experience in which you’re suffering from the effects of malaria. In fact, very little is straightforward about Far Cry 2, a game whose simulationist mechanics paired with its hostile open world caused it to feel like a particularly intense fever dream upon arrival in 2008. It can be slow and tedious before then-cutting-edge fire technology, an AI friendship system, and reactive environments cause it to crackle into capricious life. Just as significantly, Far Cry 2 seeks to disempower the player rather than offer a soothing war hero fantasy, a point reinforced by the game’s grim, morally murky story. It’s as if every system in the game, including the story, is in a feedback loop with everything else. You’re caught in this maelstrom, just trying to survive.

    Far Cry 2 boldly pointed toward an alternative future for the first-person shooter, a path that diverged from the jingoistic, popcorn spectacle of Call of Duty 4: Modern Warfare that had taken the world by storm a year before. For Austin Walker, former editor-in-chief at Vice Media’s gaming vertical, Waypoint, and now IP director at game studio Possibility Space, it was an “affirming” game—not only for him, he opines via video call, but for a cohort of “young critics and developers.” At the time of its release, Walker was 23 years old, living in New York, and working as a trademark researcher while attempting to make his way into games media. For him, Far Cry 2 was a watershed moment, imparting the “sense that you could do real thematic work in the first-person shooter that wasn’t just, ‘Rah, rah—I’m the guy with the gun.’”

    This is 2008: Indie games were only just blowing up, and so any questioning of blockbusters was still mostly coming from the inside. “We [were] really bound into the triple-A space discursively,” stresses Walker. But here was Far Cry 2, whose propensity to provoke its audience aligned it more with the arthouse than the mainstream. No wonder Far Cry 2, the sequel to an interesting if hoky 2004 original, charted only 18th in NPD’s software-sales charts for October 2008, way below the likes of Fable II and Fallout 3. By 2009, the game had shipped 2.9 million copies, hardly a bust but far from the megahit that Ubisoft was perhaps hoping for, and which it had scored a year prior with the original Assassin’s Creed (which sold 8 million copies in a comparable time frame). As Walker says, “[Far Cry 2 didn’t have] many fans, but [it had] lots of interest from those fans. A real ‘everyone-who-heard-this-album-started-a-band’ kind of game.”

    Chris Remo, who was the editor-at-large of Game Developer (formerly Gamasutra) at the time, and would go on to codesign Firewatch and Half Life: Alyx, recalls how the game’s release coincided with the launch of the Idle Thumbs podcast. Idle Thumbs (which Remo cofounded alongside fellow Firewatch and Alyx developer Jake Rodkin, and which also often featured another Firewatch and Alyx creator, Sean Vanaman) waxed lyrical about the game for years, coining as close to a meme—“grenades rolling down a hill”—as you’re likely to get for the emergent design that Far Cry 2 trailblazed. In the anecdote, Vanaman relates how his AI companion died in a blaze of fire caused by the explosion of his own grenade. It’s emblematic of a game whose systems, says Remo, were “unusually good at generating moments of extraordinary serendipity, tragedy, success, or any sequence of these things, sometimes very rapidly.” What effect did this have on the then 24-year-old? “I felt energized by what it was attempting,” Remo says. “And that significantly outweighed the surface-level challenge of playing it.”

    Remo and Walker were far from alone in feeling activated by the game. A new wave of young game critics excitedly interrogated the game’s marriage of politics, hostile design (like its famously jamming weapons), and systems-driven gameplay, subjecting it to the kind of scrutiny reserved for only a hallowed few. One of those select titles was 2007’s BioShock, a creepy sci-fi shooter that doubled as a heady meditation on Ayn Rand’s philosophy of objectivism. Chief among the critics of that game was Clint Hocking, the creative director of Far Cry 2 himself, who in the years prior had built a reputation as a smart, considered public thinker on video games through his blog, Click Nothing. He referred to BioShock as a “disturbing” example of “ludonarrative dissonance,” arguing that its theme of Randian rational self-interest was at odds with its narrative, which charged you with helping another character.

    Far Cry 2, then, was Hocking’s answer to the thorniest of conceptual problems, an attempt at creating a cohesive, unified vision of story and systems. In authoring this synthesis, he was putting his own critiques into creative practice (think video games’ own Paul Schrader), all while giving the most switched-on players an inside look at a medium mutating in real time.

    BioShock may have been the title that allowed Hocking to articulate “ludonarrative dissonance,” but as he explains on a video call from Ubisoft Montreal’s office, the subject had long been on his mind. The creative director wanted to avoid any vagueness in a game that depicts “a particular kind of a conflict,” one that’s “pretty bleak and pretty sinister.” This was the mid-aughts: The battle of Mogadishu between the United States and Somali forces had taken place not much more than 10 years prior and the Iraq War was lurching from bad to worse, all while films like Hotel Rwanda, The Constant Gardener, and Blood Diamond explored, to various degrees, the effects of Western intervention on developing nations. “We kind of stepped into this,” Hocking says. “It was challenging because you don’t want to make disaster tourism, right? You don’t want to make a game exploring people’s misery and suffering for shits, giggles, and headshots.”

    In March 2005, Hocking had just wrapped production on Ubisoft’s Tom Clancy’s Splinter Cell: Chaos Theory, a game on which he’d held three senior positions at once: creative director, lead level designer, and scriptwriter. He was broken by the process but nonetheless satisfied enough with the results to move forward (“I’ll never make a better one than this,” he recalls thinking). Ubisoft had published the first Far Cry and later acquired full rights to the IP, so Hocking switched franchises, assembled a small pre-production team, and started to hash out design ideas. “Very quickly, we decided we wanted to make an open-world, first-person shooter,” he says, stressing the scale of the challenge they were about to embark on: “That had never been done before.”

    This genre hybrid—open-world, first-person shooter—became the foundational idea of Far Cry 2. The team looked to both 3-D Grand Theft Auto games and Bethesda’s landmark 2002 first-person RPG, The Elder Scrolls 3: Morrowind, for inspiration. But the task and design brief that Hocking and his team were wrestling with was unique, one that sought to go beyond the large, open, but nonetheless discrete levels of the original Far Cry and 2007’s S.T.A.L.K.E.R.: Shadow of Chernobyl. “Can you have a first-person shooter that isn’t a linear, authored, narrative, level-designed experience but that gives you the freedom of these games?” Put another way, is it possible to make a game that “has the momentum of a first-person shooter but takes place in an open world?”

    In pursuing this unprecedented design goal, Hocking and his team at Ubisoft Montreal devised a new, stranger form of momentum. This is what struck Tom Bissell, author of Extra Lives: Why Video Games Matter and a writer for both games and television (including Gears 5 and the upcoming Andor Season 2). Typically, Bissell explains, first-person shooters would follow an intensity waveform: skirmish, skirmish, big battle, skirmish, etc. “You play Far Cry 2 and it’s not like that,” he says. “Just because you made it through a battle doesn’t mean that two more jeeps aren’t just going to roll up. … Suddenly, there’s 90 seconds of the most fucking incredibly intense conflict you’ve ever experienced in virtual form.”

    What’s striking about Far Cry 2’s development story, as Hocking tells it, is how quickly the fundamentals of the game coalesced. Africa wasn’t chosen as the game’s setting because the team necessarily wanted to make grand proclamations about colonialism and interventionist foreign policy (other options included the Appalachian Mountains and central China). Rather, they were searching for what Hocking calls an “iconic” setting, something as evocative as the original’s box art, which depicted palm trees, a sandy shore, and blue water. As for mechanics, the “first play” (an internal vertical slice) delivered to Ubisoft executives at Christmas 2006 already contained a working “buddy system,” a handful of missions, jamming weapons, a wound animation, and the player suffering from the debilitating effects of malaria.

    The narrative, the glue to bind all these potentially discordant elements, came together even quicker. “I wish it wasn’t so—almost—cliché,” Hocking says. “Even before we settled on Africa, it was apparent that the story of the original Far Cry is The Island of Doctor Moreau—it’s just a retelling. And once we decided to go to Africa, we immediately realized that The Island of Doctor Moreau is almost the same story as Heart of Darkness. … It was an obvious leap, and then we were able to relook at Apocalypse Now and reread the book. It was a kind of map for us.”

    For all the laudable grit that Far Cry 2 brings to its conceit—namely, its depiction of civil war as a wretched and oppressive phenomenon—treating Africa as a “composite … a mélange of different places” is the aspect that holds up least for former journalist Walker. He says the game parallels Western media’s portrayal of African conflicts, never really explaining what the heart of the conflict is about (“Oh, they’re both just basically warlords,” he quips). Walker, however, commends the game for the areas in which it was miles ahead of its time—for example, the way it lets you choose from a diverse cast of characters, all of whom hail from countries touched by the pernicious hand of colonialism. More importantly, Far Cry 2 brought unambiguous “cynicism” to the idea that the player’s “presence here could ever mean anything good,” Walker says. “That’s not a perspective we’ve often seen elsewhere. Far Cry 6 is about you showing up as an outsider and helping a revolution. At the end of Far Cry 2, you save some people—but your presence is endemic of a disease that anyone like you is here at all.”

    For as long as Hocking had made games, he’d been fascinated by the interplay of virtual space and narrative. As a youngster, he experimented with the level editor of the 1983 platformer Lode Runner (“painting with eight different pixels,” he calls it), saving his work using the primitive Famicom Data Recorder. “There was a cassette drive which you’d put a cassette tape in,” he says. “I would take an old Billy Idol tape, put some masking tape over the songs, and write over it.” Soon after, he started programming, making a handful of games for the VIC-20 home computer before getting into Dungeons & Dragons. This introduced a more intricate matrix of elements: complicated rules; a more freeform experience; a stronger sense of narrative; play that could careen in any direction. It’s precisely this dynamic, almost volatile cocktail of elements that continues to hold appeal for Hocking—“a really expressive thing for me,” he says.

    But Hocking wasn’t just a child of nerd culture. Born in 1972, he spent the first few years of his life in Southern Ontario before moving to Vancouver. Like a lot of Gen X kids, he was raised by his single mom, who worked during the day and attended school by night, eventually scoring a job as a production accountant in the film industry. Before that, Hocking grew up “pretty poor.” He paid his way through college, starting with an undergraduate course in visual fine arts at Langara College in Vancouver, where he mostly studied drawing. (“Not like comic book drawing, but open, freeform, messy, artistic drawing,” he says.) By his own admission, Hocking was “terrible” at it, but the degree gave him a crash course in taking criticism, invaluable for the BA in creative writing he obtained at the University of British Columbia, which served as a springboard to a master’s degree. Hocking maintained his omnivorous creative ventures while working as a copywriter for web companies during the dot-com boom of the late 1990s. He was part of the Unreal modding scene, contributing a level to a mod called Strike Force (credited as “Clint ‘Cmdr_Greedo’ Hocking”). He made independent films. He even played in a punk rock band.

    It’s tempting to read an abrasive energy similar to punk rock’s running through Hocking’s often confrontational work. The opening level of Splinter Cell: Chaos Theory contains a distressing torture scene. In Watch Dogs: Legion, released in 2020 (Hocking’s first game for Ubisoft after returning in 2015 following a five-year absence), you learn that migrants in the game’s dystopian version of London are being sold into slavery and harvested for organs. Hocking might be employed by Ubisoft, wholly embedded within the studio system, but he has a propensity to ask contentious questions through the two elements that have captivated him since he was a child: virtual space and narrative. Yet Far Cry 2 is different from these games: It rouses intense, physiological reactions—prickling hair, a rapidly quickening heartbeat, a thin film of cold sweat—through long-form play rather than discrete moments. More than any other game of Hocking’s, it’s holistic—and the noise it generates is often overwhelming.

    When Far Cry 2 was released on October 21, 2008, it received admiring if not unanimous praise. For Eurogamer, Christian Donlan wrote that “Far Cry 2 is unforgettable rather than perfect; brilliant, frustrating, somber and comical.” Chris Dahlen asserted for Variety that “gunfights are brisk and unpredictable, but the mission framework falls short.” In an 8-out-of-10 review for Game Informer, Matt Miller said that “Far Cry 2 is one of the most ambitious game releases in years. … Sadly, it’s also plagued by a combat system that rarely elevates itself past basic gunplay.” Fifteen years later, Remo echoes the critical consensus, albeit more generously: “In a lot of ways, Far Cry 2’s reach exceeds its grasp,” he says. “But I think its reach is so interesting and compelling that even the ways in which its ambitions were not fully realized are themselves interesting. And when those ambitions are realized, it’s almost sublime.”

    Bissell, who would go on to work on three Far Cry games for Ubisoft in the early 2010s (all of which were canceled), believes the criticism Far Cry 2 received upon release was tough for the development team to stomach: “I was explicitly told not to bring up Far Cry 2 overmuch when talking to my superiors [because]—and this is my read on it—the studio really loved what they’d made.” Bissell says Far Cry 2 was a “dirty word” within the studio, but not because the game was perceived as a creative failure. Rather, he suggests, the studio was suffering from “collective trauma” knowing it had made a game that was “special” yet wasn’t received by the majority of its audience “with anything that resembled recognition of its greatness.”

    Still, Far Cry 2 was received rapturously by a small stratum of people. Another of its early champions was Ben Abraham, a 22-year-old critic who took it upon himself to play the entire game with a single life in response to one of Hocking’s blog posts. It was, Abraham explains, an exercise in getting into the game’s “headspace” more intensely, akin to “speedrunning for narrative.” He recalls how “scary” the playthrough was at first, but that he mediated the experience by utilizing “degenerate strategies”—long-range rifles, explosives. Thus, a sense of “boredom” began to set in, at least until Abraham hit the brutal difficulty spikes of Act 2. How did the intrepid critic record this endeavor in the era before Twitch and the video game live-streamer? Abraham wrote a nearly 400-page novelization called “Permanent Death,” which has been downloaded close to 30,000 times. Hocking described it as a “complete oddity.” For Bissell, the document stands as a “breathtaking exercise in taking love for a single game to an almost maniacal place.”

    How, then, to assess the legacy of Far Cry 2 beyond the straight line that exists between the game itself and the criticism it inspired? It’s been argued that the plausible, simulationist mechanics of Far Cry 2 left their mark on the survival genre that exploded in the 2010s with the likes of DayZ. Another possible vector of influence is battle royale games like PlayerUnknown’s Battlegrounds, which seem to embody something of Far Cry 2’s tense, fraught, and emergent approach to combat (“the battle royale is a ‘grenades-roll-down-the-hill’ genre,” Walker suggests). There are also a few games that seem to more closely share Far Cry 2’s systemic, open-world DNA: Metal Gear Solid V: The Phantom Pain; The Legend of Zelda: Breath of the Wild; Death Stranding. But this might just be a case of convergent evolution—there are, after all, a lot of ways to arrive at expansive, systems-driven gameplay. Viewed from another angle, the game’s influence can be said to extend to players for whom it crystallized what they wanted out of a game. Walker loves Breath of the Wild partly because Far Cry 2 “pushed” him in that direction.

    We can be more specific, however, and point to Far Cry 2’s influence on the work of a few designers. Harvey Smith, creative director of the Dishonored series, enthused about the game for Penny Arcade in 2012 and described the recently released open-world shooter Redfall as “what you’d get if you blended the Arkane creative values with Far Cry 2.”

    Remo, meanwhile, is unequivocal about the effect that Far Cry 2’s “uncompromisingly first-person nature” had on his own Firewatch, a first-person drama set in the hills of Wyoming. Take, for example, the map in Firewatch that works just like the one found in Far Cry 2. Your character pulls out and holds in-game objects in such a way that they take up the vast majority of the screen; the game doesn’t pause; the map is diegetic, not viewed inside a menu. Firewatch’s walkie-talkie dialogue system works similarly, with conversational decisions playing out on the fly as you traipse about the wilderness. Remo declines to call the approach an overarching “philosophy.” Instead, he describes it as a “method of design thinking” intended to ensure the game remained “grounded.” The goal was simple yet strict: refrain from breaking the player’s “immersive viewpoint.”

    But Firewatch and Redfall are edge cases, rare attempts at internalizing and developing Far Cry 2’s experimental design principles. It’s the opposite of a slight to say that the game remains one of the most daring titles ever made at blockbuster scale. “What I like about Far Cry 2 is that it tried to create a bunch of its own conventions,” Bissell says. “What’s interesting is how few of them, despite being elegant, interesting, and audacious, caught on in the wider design community of games. That is an achievement in and of itself.”

    Not even the Far Cry series itself (which boasts in excess of 50 million unit sales since Far Cry 2) has run with many of the design ideas laid out by the second installment, beyond the open-world, first-person-shooter structure. Each of the four subsequent mainline entries, none of which Hocking worked on, has “sanded down” the spiky, subversive magic of Far Cry 2, says Walker, as if Ubisoft asked itself: “How do we make this our Modern Warfare? How do we make this our huge breakout first-person shooter?” It would do so by forgoing the disempowerment part of the power fantasy. To play a recent Far Cry is to engage with a clear upgrade path and enjoy supersoldier-esque powers, like the ability to tag enemies (thus basking in the knowledge of their location at all times). When you open the map, the game pauses, and when you set a waypoint, giant holographic arrows show up in the virtual environment, leaving practically zero chance of getting lost. Crucially, says Walker, the narrative has shifted from one where you play as a “morally questionable, bloodthirsty mercenary” to an “average Joe who’s gotten swept up in something bigger than themselves.”

    For better and worse, the series has come a long way, and its current identity is best summed up by Sandra Warren, the new vice president and executive producer of the Far Cry brand (who also worked as lead animator on Far Cry 2). “We want you to go on holiday and basically throw away all the travel books you can think of, get out of the touristic landmarks, and discover the eeriest things a location has to offer,” she writes via email. “It will make you adventurous, uncomfortable, free, afraid at times. And no matter what, if you survive, when you come home, you will have absurd stories to tell your friends.”

    In these terms, the Far Cry series has metamorphosed into precisely the “disaster tourism” that Hocking set out to avoid. In Far Cry 5 and 6, real-world issues like the rise of fundamentalism in the U.S. and revolution in Central America are mobilized in service of something that curves closer to conventional video game “fun.” Certainly, we’re a long way from games that show players “what a messy, horrible thing it is to kill a man,” and not just because the death animations in these games lack Far Cry 2’s macabre eye for detail.

    Now, the franchise features snappy, feel-good gunplay of the Modern Warfare school, while its tongue-in-cheek storytelling is firmly rooted in the postmodern mode popularized by Grand Theft Auto. One can understand Ubisoft’s swing for a broader tone in its pursuit of the sales that make the economics of these hugely (and increasingly) expensive entertainments feasible. During his short stint at Ubisoft Montreal in the 2010s, Bissell caught a glimpse of the monumental labor, and thus the monumental stakes, of such productions. “It’s the only game studio I’ve ever been in that had a Starbucks in it,” he says. “It was so big, even then, it didn’t seem possible. I looked in the Assassin’s Creed room and there were 500 fucking people.” At that moment, Bissell saw the direction of blockbuster game development—the way it was becoming “potentially unmanageable.” It would only get more unwieldy: “What seemed like big teams at the time just became colossi of largeness.”

    This is precisely the environment Hocking works within today. He lists some of the elements that make up a modern open-world blockbuster: collectibles, skill trees, inventory management, a small country’s worth of non-player characters to talk to, main quests, side quests, vehicles. “It’s just fucking enormous, and so to build on top of that, to progress that forward, you have to have templates that you build with,” he says. “It’s challenging for me because I’m a person who would prefer in an ideal world to always cut everything from full cloth. But that’s just not a reality of modern, triple-A game development. You don’t cut anything from whole cloth.”

    Far Cry 2 was made just before this blockbuster horse truly bolted. It’s the product of 150 people rather than 1,500; it took three years to make rather than six; it was made on a single continent rather than many (and without any outsourced labor). Hocking is upfront about the kinds of games he enjoys making (those with “big reach and big budgets”), and the upcoming Assassin’s Creed: Codename Hexe (reportedly set in Central Europe during the 16th century) may be his highest-profile game to date. He has little choice, then, but to adapt to the new, supersized conditions of production while noting, with a little wistfulness, the passing of an era in which blockbusters could take “chances and risks … when you could really bring a high concept to a triple-A game.” The year or two surrounding Far Cry 2’s debut brought the releases of Assassin’s Creed, Grand Theft Auto IV, BioShock, Dead Space, and Mirror’s Edge, games of both considerable ambition and a system of production that was yet to spiral out of control. At the risk of indulging in regressive nostalgia, there’s perhaps a case for thinking about these years as something of a golden age for innovation in blockbuster video games.

    On X, Hocking refers to himself as “usually the most cynical person in the room,” but there is no doubting his sincerity when talking about what he and his team achieved with Far Cry 2. “I sometimes lament privately in my darkest hours that it may be the best game I ever make in my life,” he says. “I’m very proud of it. I think it’s a very good game. I think it’s an important game.”

    Perhaps more significant than even the game itself is the nature of the conversations it’s sparked, the back-and-forth between audience and creator that Hocking holds dear and that’s been the invisible lifeblood of the projects he has steered at Ubisoft for the best part of 20 years. “That’s what I need. I guess some people get their reward from having sold 50 million copies of something, and that’s great, but having only sold 50 million copies doesn’t mean anybody liked it. It doesn’t mean that the game changed anybody’s life or their perspective. It doesn’t mean that I’ve communicated.”

    “Communication goes two ways,” he adds. “If it’s just broadcast—I make a thing and 50 million people play it—I can just fucking chuck my game into the sea and say, ‘Look, there it is.’ But it’s when it comes back to you, and you understand how people felt, and not just, ‘That game’s fucking wicked: 10 out of 10.’ If they can talk about what was important to them, what moved them, what changed their perspective about the world, this kind of conflict, these kinds of people, or this kind of play experience, that’s what matters. It’s the echo, right—the feeling that you’ve meaningfully contributed to someone’s experience. That’s why we make things.”

    Lewis Gordon is a writer and journalist living in Glasgow who contributes to outlets including The Verge, Wired, and Vulture.

    [ad_2]

    Lewis Gordon

    Source link