Walking Dead:SI and other bad games with amazing ideas

Actually, straight up front we'll say this: Far Cry 2 isn't bad, even though we've included it in our list. In fact, in a lot of ways, it's really good. It's just, in a lot of other ways... it isn't. But the rest? Generally ropey (The Walking Dead: Survival Instinct) with a side order of opinion-splitting (Deadly Premonition). But even less-than-stellar games can have brilliant ideas...



Actually, Far Cry 2 had a few. Up front, the devs wanted to make the setting and gameplay as realistic as possible. To navigate the large open world environment the usual pause menu map was disposed of, and replaced by a physical map you had to hold up in front of you and combine with a handheld GPS system to find your way around.

Weapons degraded over time, becoming more likely to jam and eventually breaking completely, meaning you needed to regularly visit dealers to keep your guns in top condition. Arms dropped by defeated enemies were always in a run down state and didn't function for long, which encouraged you to obtain your weapons legitimately and look after them.

A day/night cycle was introduced that had a large effect on enemy behaviour and how you could approach your targets. During the day enemies congregated in the shade, which made them easier to locate but meant they could see you approaching from distance, whereas at night they were more dispersed but you could hide from them in the darkness.

Unfortunately, crossing large areas became a time-consuming chore thanks to the constantly respawning enemy checkpoints, and trying to read the physical map in real time while driving a vehicle was punch-own-face frustrating. Add in the fact your character suffered from malaria and needed regular medication (every half hour or so real time) to stave off the effects of the illness and ultimately this level of realism put many players off.



Although The Walking Dead: Survival Instinct had more than its fair share of problems, there were a few sections of resource and group management that showed promise. After leaving an area you were presented with a travel map to plan your next move, based on how much fuel, ammo and food you had left. Each destination could be reached by one of three routes with different properties - highways would consume less fuel than back roads, but driving through the countryside provided more opportunities to discover additional supplies.

Survivors you rescued during the story could be recruited to your group but the size of your party was limited by the capacity of your vehicle, meaning at times you'd have to make tough decisions about who to leave behind. After arriving at a new location you could choose which members to send out to scavenge based on their character traits, selecting the particular resource you wanted them to look for and giving them some of your weapons to decrease their risk of injury.

Sadly, these sections only formed a small part of the game, and with shonky graphics, ultra-repetitive gameplay and a barely cohesive storyline, the rest of it shambled along like a year-old corpse, turning a potentially exciting licence into just another cash-in.

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