Review: Far Cry 3 - How insane are we talking about here?
Hotly anticipated and with promise of experiences like nothing else before; Is this Far Cry a mystic island filled with adventures or just a whole lot of bush whacking?
Game play –
The running and gunning
feels smooth with a good weight behind the character’s action and movement. A
good deal of attention has been paid to giving the player a sense of major-Rambo-bad-ass-ery by creating a
fluid system that allows stringing together a range of deadly skills to
dispatch those pesky pirates.
Much of this game requires
traversing a variety of different and hazardous terrains which, for the most
part, are a joy to vault, dive, climb or slide through. However there is the
odd bit of coding that somehow turns the face of all mountains into ice skating
rinks; requiring trial and error until you find that tiny bit of dodgy texture
that allows you jump upwards and onwards.
The “What’s” and “How’s” of
Jason Brody’s actions come from the “symbiotic”
minutiae of his tattoo; the skill tree mcguffin of all contemporary action-adventure
games. Anything you do, be it story line
or peripheral distraction, all add towards your experience points which you
then use to purchase skills from your tree. There are three different branches
representing different abilities and passive augmentations: The Shark: assault
take downs and healing, The Spider: stealth and survival, The Stork: long range
take-downs and mobility.
(Source Destructoid) |
Taking some time out from
the story line to build Jason’s abilities is a must to fully appreciate the
deadly killer-instinct that lies within, but it also helps to open up your
options when it comes to continuing the story and infiltrating out-posts
throughout Rook Island.
Progression
through Far Cry 3 relies on two factors.
Firstly, in order to uncover more of
the map you are tasked with powering up radio towers dotted around Rook Island.
Doing this requires you to find one, navigate a fiddly vertical climb (a
mini-puzzle of sorts), reach the top and flip a switch. After you have restored
power you are rewarded with free weaponry, experience, animal locations, site
locations, and access to more of your map.
Secondly,
in order to gain access to fast travel
you must liberate outposts across
Rook Island. This requires either finesse and patience or a whole load of
ammunition and fire power.
If you go down the stealth route you’ll find yourself
seeking a vantage point to scope the terrain below like a hawk and find access into the outpost. It’s important
you aren’t caught with your pants down as you attempt a silent assassination so
mark the position of enemies - and fiendishly slay the occupants (or alternatively
pop the lock on the caged animal and watch the chaos ensue). To help you with this tactic it is
advisable to either shoot or disable the alarm posts, preventing the current
inhabitants from calling back up.
If, on the other hand, you prefer to blow shit
up, then make sure you are fully stocked with enough health and endurance syringes
to take on a small army – because as soon as that alarm is hit it’s a 5 star
police rating.
To
the games detriment I found that once I had done the necessary amounts of
liberating and powering up of radio towers, there was very little left in the
game for me to come back to after completion. The enemies spawn from every outpost,
so as you liberate each one you are cutting down the number of confrontations,
and by the end there is really nothing left to shoot. With nothing to shoot you
don’t use ammo, and you don’t need money. Additionally once you have upgraded
Jason to his bad-ass-est, the once
necessary wanted and hunting challenges became mundane simplistic.
Style, Story and Presentation -
You play the part of Jason
Brody, a white frat boy with plenty of “wasted potential”. A spur of the moment
sky diving decision puts you and your white middle class group of socialites
captured by the charismatic, yet undoubtedly ‘insane’ Vaas. You must discover
the ‘insane’ and deadly warrior
within to fight the powers that be on Rook Island and to save your friends from
certain death/slavery/sex
trafficking/torture.
Committing to the story’s
journey will take you: to the peaks of mountains, the bowels of a tanker, the
depths of the ocean, the dilapidated ruins of the lost Chinese dynasties, and
the many ramshackle-d towns across the face of Rook Island. All of these
locations do a phenomenal job of giving Rook Island an air of mysticism and
beauty.
It’s clear that painstaking
detail had been put into developing the correct topography to create
spectacular vistas that feel as though the islands could actually exist
somewhere in our own world.
In my 30+ hours of playing
Far Cry 3, ne’er did I see a structure, outcrop, waterfall or cave that looked
funky or implausible. Quite frankly it’s a gorgeous looking game, but it’s not
without its rough edges. Unimportant NPC’s possessed jaws that would flap too
much or not at all when speaking. Draw distance is limited and noticeable when
scoped in, whilst textures pop and lag on occasion. Ultimately these are signs
of the consoles’ age, and the scope and ambition of the game pushing an old dog
hard.
Similarly the music does a
good attempt at building tension where needed, but the decision to use dub-step
over more rustic sounds and instruments raises an eyebrow. You could view this
choice as trying to distinguish the mounting frenetic chaos on the island as
Jason sabotages the system, and the evolving madness of your characters
actions. Or you could view it as a reflection of the constant shoe-horning of
dub-step into anything possible as of 2011, despite the obvious fact that it is
dreadful.
Also in play is the use of
natural psychedelics, introduced to you by the good Dr. Earnhardt, that provide
some of the more varied moments through the game.
Often these scenes are on rail set pieces that limit the actions of the player in place of a more visual roller-coaster nevertheless they produce some genuine jaw dropping moments. In my opinion they present an interesting dichotomy between the conflicting ideals of Jason’s expanding awareness and sense of self, against the downwards spiral of corruption from the direct influences of Rook Island. Although the style is unique to Far Cry 3, it undeniably takes influence from earlier titles like Batman Arkham Asylum.
Far Cry 3 isn’t shy about
its influences and regularly alludes to literature and pop culture: Louis Carrols’ “Through the Looking Glass”
punctuates Jason’s dance with madness; lines of dialog from Kill Bill Vol.1 are used, cleverly, to
add satire as well as horrible levels of foreshadowing. There are shout out to
its contemporaries such as “Bioshock”
and “Modern Warfare”, plus further
film nods such as “Aliens” and “Dog Soldiers”. The list goes on and
it’s a refreshing injection of meta-fiction that endears the player to Jason’s
character.
One of the greatest
achievements of Far Cry 3 is the delightfully scary supporting cast that are
organically introduced throughout the story, and never over stay their welcome.
Each new story driving character is a shade of crazy, unstable and
unpredictable, and blurs the line of friend and foe; it’s impossible not to be
engrossed by their presence in the game.
The only downside is that Vaas is woefully underutilised and I wish his removal from the story was scripted much later. Never the less Vaas gives a memorable performance, stealing the spotlight of the game.
Multiplayer –
Far Cry 3 does a lot of
things really well, as I discussed earlier: it has your meta references to pop
culture, nods to the internet, a nice helping of self awareness to its genre,
and how often we are expected to view our violent actions as necessary within
the framework of the FPS gaming world. So it’s quite refreshing to see all
these aspects used well. On the other hand it’s for these same reasons Far Cry
3 fails at multiplayer.
Multiplayer comes with your standard online modes: Team death match and Domination, which I found deplorable and woefully empty. There is a significant lack of energy and frenetic chaos that we've become so accustomed to thanks to the likes of, dare I say it, Modern Warfare.
They have thrown in some
more game specific modes called ‘Firestorm’
and ‘Transmission’ (a take on
KoH) but because I wasn't gripped to the format of multiplayer, I quickly
dismissed these extra modes. Overall it’s nothing new or particularly enticing
for hardcore online fans and you can tell it’s been built for a safe form
factor – essentially a ‘tacked on’
function.
If you've played any of the Modern Warfare instalments you’ll find a
lot of similar ground here regarding load outs and perks; but dressed with the
Far Cry paint.
Also included is a ‘Co-op Multiplayer’ with a running
narrative following the destructive stories of 4 new characters. Essentially
set 6 months prior to the arrival of Jason and his wet blanket Argonauts, this band of misfits are working on a boat...and
something happens where they get doubled crossed by the Captain over money. Iron
sight shenanigans ensue to recover what was rightfully theirs.
It’s not deep and it in no
way requires your full attention to play through it. The story is just there to
conveniently piece together the mass amounts of shooting between cut scenes.
You choose pre-made load outs or your own carefully crafted ones, jump in and
shoot waves of enemies until the game prompts you to the next objective.
Obviously this is not a
game you buy for its multiplayer, which goes without saying and I'm sure there
is enough here to keep people entertained. But essentially it is a by product
of the 21st Century, reflective of the current gaming climate and
attitudes from developers that persistently think a game needs multiplayer.
The soul saving grace of multiplayer is the
colourful cast which features the most true to life Scottish accents ever
committed to a video game.
Layman's Terms -
Far Cry 3 is a strong game
with some solid concepts, robust gameplay mechanics, and colourful characters
that do well to keep you engaged throughout your time on Rook Island. Visually
appealing and bordering on lush jungle
porn, taking time to explore the island will yield treasures and pleasures
alike. Though the game can suffer from technical faults and console limitations
it’s never enough to break its immersive triumphs.
If you've not yet ventured
to this island, it’s high time you thought about taking that leap. Just don’t
do it for the multiplayer.
Wandering comments:
- Hand gliders are strangely temperamental - having been ejected unexpectedly several times and plummeted to my death.
- Save the Tapirs! – those pig-elephants are cute (serious note: don’t get too attached, you will have to kill everything).
- Beware of Cassowaries – they’re more dangerous than a jungle tiger…well not really.
- Hunt incessantly, craft regularly - There is a need to build your character both in regards to his skills and ability to stock ammunition or weapons to defend himself.
- Don’t be afraid to explore – Rook Island has been created with some wonderful spots, it’s incredibly easy to stray from the beaten path, and you should!
- Ode to the boss fight – some great and very much unexpected big fights that really come out of the side lines, paying respects to those old school, end of level big bosses.
- It’s the small things that count – there list of *Warning* ‘fridge brilliance’ moments and ‘shout outs’ to pop-culture is long and varied.
By Rod-the-Pod, 21-Jan-2013
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