Gaming History: Chrome - “The Original Far Cry”

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  • Опубликовано: 31 июл 2022
  • This game may be a far cry from being relevant these days, but back in olden times, for a small subset of people that actually knew it existed, it was astounding to see an open world FPS with vehicles, stealth, inventory management and the voice of Duke Nukem. This was Chrome.
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Комментарии • 21

  • @neonxrunner7820
    @neonxrunner7820 Год назад +10

    Never heard of this game before. Great video! Keep bringing those gems, very cool.

  • @aslag94
    @aslag94 Год назад +5

    One aspect of Chrome I really liked was the grid inventory system. For what is really just space Far Cry, a granular inventory like that isn't necessary but they did it and I respect it, grid inventories rule.

  • @silesiaball9505
    @silesiaball9505 Год назад +7

    I'm a Pole, so I must like a video with Polish game. Great and very interesting review

    • @GaminGHD
      @GaminGHD  Год назад +4

      Thank you. I really appreciate it and I'll cover more Polish games to make sure you come back.

  • @CnCDune
    @CnCDune Год назад +5

    techland also made Pet Soccer.
    Best description would be a FiFa-like game but with animals (one team was composed of robots) instead of humans, and a nifty mechanic with "supers" that charge faster the better your team plays, and gives anything from a super-shot the keeper won't be able to block (the shot itself doesn't have infinite range, only less than half of the field-width) to a brick wall blocking you goal.
    It's rather entertaining, and was distributed in the early 2000s with cereal-boxes of all things; or at least, that's how I got my copy of it.

  • @vintagecapgunsatyourmomshouse
    @vintagecapgunsatyourmomshouse 9 месяцев назад

    I have a very fond memories of Chrome. I did the thing where you play Triple-A games from 5 years ago on your first gaming PC. So I could run Chrome at the highest settings and the game really blew me away

  • @wakesake
    @wakesake Год назад +2

    man i remember this gem and spec ops chrome aka its prequel/sequel

  • @sneakillysneak2388
    @sneakillysneak2388 Год назад +4

    Its kind of inspiring to see how some polish guys just made it to the top of the game development. There was gaming journalists who was like "look at this another Poland-shooter". Now this devs make great games while those journalist lost their jobs.

  • @JakubMMajewski
    @JakubMMajewski Год назад

    Hey, thanks for the video. My experience with the game Chrome lasted about five minutes, when I watched a friend trying it out, and getting stuck in what seemed to be a really terribly designed (but great-looking) tutorial. That was enough to discourage me from trying it out - so, it's nice after all these years to see a little bit more of it.
    However, while my experience with Chrome the game was brief, my experience with Chrome the engine was... substantially longer. Though it didn't seem like it would be, initially: my first contact with the game engine was when I spent a whole three weeks in 2005 working as a level designer at Techland on Call of Juarez (I doubt any of my work actually went into the game). Already when doing a test exercise for them, I felt a dislike towards the engine (the AI... the AI was absolutely terrible, if not outright non-existent). This, combined with the fact that the level I was given to work on in CoJ seemed like the most un-Chrome-appropriate level imaginable, and a few other factors I don't want to mention (it was a long time ago, let sleeping dogs lie), resulted in the company fairly quickly deciding to dismiss me... and me actually feeling relief when it happened. Little did I know, this wasn't the end of my Chrome experience... it was just the beginning!
    A few months later, at the start of 2006, I joined City Interactive (today: CI Games) in Warsaw. Initially I was working on air combat games which ran on City's own game engine - but it turned out the company had also just licensed the Chrome engine, and was developing FPS games on it, and actually pumping them out at a rapid pace (these were low-budget games, with development usually lasting 4-6 months). After about a year of me working on air combat games, they decided to abandon that genre for the moment, because air combat just wasn't selling as well as the FPS games. Much to my horror, I was assigned to work on Chrome-based FPS games - initially, on The Hell in Vietnam I was basically learning, but then on the next game (Battlestrike: Force of Resistance) I had my own level. I was surprised to find that in spite of my misgivings about the engine, I enjoyed it more this time around - but still I didn't love it, because again, the AI in Chrome engine was horrid. You basically had to hold its hand: every opponent had to be scripted to go from waypoint to waypoint, and told what to do at each point, and if they ever ran out of tasks, they would simply go crazy. Fortunately, after about half a year on Chrome (probably less than that), I was at last freed from it, when the company bought the Jupiter EX engine (used in F.E.A.R.), and I was put in charge of our first game on that engine (the terribly-named Terrorist Takedown 2).
    But, while I may complain about the Chrome AI, and I think every single level designer who worked on those games would agree how terrible it was, it has to be said: Chrome engine was wonderful for environments. It handled open landscapes beautifully, and when we switched to Jupiter EX, we really missed being able to do large outdoor scenes: and in fact, during the time we were making games on Jupiter EX, a small team made one more game on Chrome, Sniper: Art of Victory (a terrible game, but its terribleness is justified by its extremely low budget - knowing what resources went into it, I'm actually impressed by what came out). Chrome's capabilities for outdoor scenes also meant that a few years later, when City decided to try to make a big-budget title - what ultimately became Sniper: Ghost Warrior - they chose to return to Chrome. Of course, at that point, it was no longer the same Chrome - while City's original series of Chrome games was based on Chrome version 2 (from SpecForce), at this point they bought the license for Chrome version 4 (from the second Call of Juarez game).
    As for the unavailability of Chrome (the game) today, this is unsurprising: the architecture of the game engine was very, very specific, and I believe that resolving the bugs you mention, especially the excessive framerate, would be far too much trouble today. Suffice to say: there was Java involved, which is never a good thing for a game :).

  • @giggajames1903
    @giggajames1903 Год назад +2

    A nostalgic piece of eurojank. Maybe Techland will bring back the series at some point to cash in on the open world shooter trend.

    • @EximiusDux
      @EximiusDux Год назад

      "eurojank"... Until you realize Far Cry was from a German company. Don't overestimate the quality of American games.

  • @SpecShadow
    @SpecShadow Год назад +3

    Yeah, it's quite accomplishment to survive this long - from rough Mad Max1-like postsoviet era to this day is impressive. I just wish they made something else beside zombies... Maybe finish Warhound, Chrome 2 or Hellraid? Chrome was simple but cool, even the standalone expansion. Wish they would bring them back to digital stores.

  • @FortuneZer0
    @FortuneZer0 Год назад +5

    Is that a prelude for "boiling point"?

    • @GaminGHD
      @GaminGHD  Год назад +2

      At some point, it will be covered on this channel, so, yes.

    • @dennisdavidov782
      @dennisdavidov782 Год назад +1

      And also The Precursors.

  • @danielmilewski7659
    @danielmilewski7659 Год назад +1

    Interesting. Pozdrawiam!

  • @Kuhesgewehr
    @Kuhesgewehr 5 месяцев назад

    This game was fucking amazing. I did some sort of slow-motion plus gun stability combo of powers and sniped the shit out of everything with a heavy machinegun.

  • @heksogen4788
    @heksogen4788 7 месяцев назад

    use riva tuner from msi afterburner to cap the frame.

  • @ethanwasme4307
    @ethanwasme4307 Год назад +6

    why so little views 😢

    • @GaminGHD
      @GaminGHD  Год назад +4

      I often wonder the same thing. It's just how it is now. We had viral videos getting a million views, we had solid performers at over 100k and now... nothing.
      I guess not making content for about two years had a negative impact on views. Quite possibly that. Also, not marketing any video since 2018. That also had negative results.

  • @karry299
    @karry299 Год назад +3

    "Forgotten"
    With good reason. The shooting mechanics were worse than Chaser, and it's pretty difficult to be worse than Chaser. I'll take Doom over Chrome any day. Something like Deus Ex had lots of positives to outweigh it's horrible shooting, Chrome has nothing.