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Far Cry Instincts

We are excited, truly. Far Cry Instincts is shaping up to be one of the finest shooters we've ever seen on Xbox. And although we have reservations about a few of the new features that have been added at the last minute, the balls and guts that make a good game are still there.

Visually, it's shaping up to be a cracker. From that sun-kissed island paradise where solar-flares glint from rocket launchers, to superb water effects that actually blur your eyes for a few seconds after climbing out the sea, Far Cry is already one of the best-looking games on the Xbox. But the appeal is much more than just visual. The ability to do what we like, when we like, how we like, is what got us.

For example, you can attack a compound in a number of ways. One time we snuck in, and hid under the raised floorboards of the outhouses. From there we shot through the floors with our silenced pistol, and wiped out everyone without raising an alarm. The next time we just threw grenades over the fence, causing an almighty mess. Given there are so many different ways to complete an objective, it plays a little like a first-person Grand Theft Auto. You can go anywhere, you can do anything - we love it.

The physics and control systems are superb too, both of which are becoming rounded, integral parts of the game. Watching enemies fly through the air when a grenade explodes, or driving a Hummer into a hut before letting it, and everything inside, blow up, is superb. There's always plenty of ammo to send explosive barrels hurtling into the air, and the dual-wielding and weapontoggling systems are as simple as a flick of the D-pad. If you think and act fast, there's no reason why whole camps of gun-packing goons can't be taken down with shock, awe, and well-placed hunting knives to the throat. But, now onto those reservations.

For some inexplicable reason, a new feature has been introduced that sees players infected with some kind of animal mutagen two thirds of the way into the game. Gradually, you'll become faster, stronger, and more agile, as you embrace this 'animal instinct', effectively turning you into some kind of superhero. Now, why would Ubisoft do something like that? The premise is so good - ship-wrecked, perpetually hunted, having to adapt or survive. Why would anyone want to turn this gritty, explosive beauty into Teenwolf Goes Surfing?

These 'feral' abilities do sound interesting, even though they're completely out of place. Coming in three classes, the first is 'feral strength', which will allow you to punch through light materials or lift tree stumps from the ground. Then there's 'feral sight' which will allow players to see in the dark and track scent smells, while 'feral speed' lets you run like a cheetah.

We'll have to hold our judgement on Far Cry until we fully experience these new-fangled 'feral' modes. The early stuff is great -it's shaping up to be a stunning, face-pummelling exercise in terror. But we're a little worried that all this tweaking will spoil an already perfect experience. Let's hope, for the sake of this potential classic, that Ubisoft's instincts prove correct.

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