Far Cry 2 vet Clint Hocking joins Valve
Clint Hocking has joined Valve, after leaving his creative director position at LucasArts a short time ago.
Clint Hocking has joined the team at Valve. He was formerly a creative director at LucasArts, and before that a director at Ubisoft for Far Cry 2. His role at the company hasn't been detailed, but considering his past positions it seems likely that he'll be directing a new game eventually.
Hocking recently left LucasArts, and confirmed his new company with a tweet photo (via GamesIndustry.biz) of the Valve office. Whatever he was working on at LucasArts may still be in the works, as speculation of a continued project kicked up in regards to a set of hirings for a next-gen FPS.
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Steve Watts posted a new article, Far Cry 2 vet Clint Hocking joins Valve.
Clint Hocking has joined Valve, after leaving his creative director position at LucasArts a short time ago.-
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No, no, no, no... it wasn't generic at all. Maybe the general look of it at times had a somewhat bland look just by the nature of the environment it takes place in. But there was nothing ordinary about the gameplay or design choices in that game. Even just from a purely graphical point of view, if you run that on a current machine and crank the settings up.. it still looks amazing today. I love the way when you sleep in your house is shows a scene just outside the building with the stars, suns and moon flipping through the sky in accelerated time... so cool. The game is full of cool stuff like that.
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No the look of the game was great. It still is. I agree with that. The game itself was not. The missions were mostly generic and uninteresting. 3 second sprinting followed by 3 second dizziness was neat in theory, dumb, frustrating, and unfun in practice. Someone told me having nearly infinite weapon combos was great - but then you have to deal with jamming weapons which sucked. The open world was nice, but having unlimited enemy respawns, and forts/bases respawning immediately when you left that map quadrant was stupid, stupid, stupid, stupid, and stupid. Drive through camp, kill enemies,3 minutes later when driving back through same area, everything is pristine and enemies are back. SWEET. The open world mechanic ended up working against itself for that very reason. Fuck taking your own vehicle anywhere because you'd just be chased by the ghosts of 100 AI's you've already killed. So the bus system was nice to get away from the retarded respawning, but that erased much of the open world system. And if I recall, once you fired a shot, enemies instantly spotted you, so they had infinite line of sight.
The idea of Far Cry 2 was great. The implementation was atrocious.
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it had such awesome emergent gameplay scenarios, but really lacked anything external to drive the player forward. i enjoyed the combat and crazy battles and some of the exploration but it needed more of a narrative that sent you to interesting areas regularly. games that rely mostly on the player to propel him or herself through the game usually fail to hook me after 3-4 hours.
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