Chronicling the impossible task of clearing a massive backlog of video games.
Search This Blog
Far Cry 3 (2012, Windows) Review
A GAME FOR ANIMALS
Also for: Playstation 3, Xbox 360
Over the years, I have often come across the cover for Far Cry 3.
The hypnotizing stare, the mohawk, the guns; the poster boy looks like a
viper, curled up and ready to strike at anyone attempting to compromise his
position. I have always been kind of fascinated by it. But not until yesterday did I notice the head of a man buried in the sand just in front
of him. And just now did I notice the bodies hanging in the background. The
man's gaze just lured me into his tropical paradise, ignorant of the dangers
it posed.
Far Cry 3 is straight-faced ridiculous, and I mean that as a compliment. It
combines the picturesque setting of the first entry with the open world and free roaming of Far Cry 2 to create one heck of a cinematic spectacle. Add
to that my own decision to buy and play it for the PC, and we've got a series
highlight for me this far. It's a liberating experience, one I haven't seen
and felt in a long time, and I am almost overwhelmed ny nostalgia playing it.
But I can't really pinpoint what I'm nostalgic about. It might just be the
sensation of playing a good first-person shooter with a mouse and keyboard,
something I've hardly done in well over a decade. I can't believe the
difference it made (the previous entries I played on my PS3). Now I can
respond by instinct to what I'm experiencing, switching between different guns and
explosives with a quick button press, and fire by simply pointing and
clicking. All it takes is a little dexterity. I feel unshackled.
I can easily see how this franchise can get repetitive, as every gaming outlet
has let us know for the past decade, but for now just let me wallow in its
survivalist existence, tumbling around knife in hand with tigers, sharks and
tiger sharks - and the occasional red-clad slaver bandit, of course, which I
prefer to take down from afar with my trusty silenced sniper rifle.
The story lets you embody Jason Brody, a party brat awakening to the harsh
reality of mother nature. I don't like him much, but that's kind of the point.
The jungle is unforgiving, and he has to grow up fast to stay alive. As
the game starts we see a montage of how he got there, skydiving with his
friends and brothers over a tropical island, only to end up captured by
slavers and tied up in a bamboo cage alongside his older brother somewhere on
that island.
A native with a crazy stare, obviously devastated by years of drug abuse,
fixates on him and delivers a threatening speech. The native, named
Vaas, is the game's poster boy and is essentially the Far Cry-equivalent to
the Arkham trilogy's The Joker - an embodiment of chaos and
destruction, in this case the law of the jungle over ordered civilization. He
is spine-chillingly acted by Michael Mando, who would move on to
become an even more recognized face through the Netflix hit show
Better Call Saul.
Jason's brother improvises an escape, which ends up with him getting killed
and you diving into a river, only to lose consciousness. You awaken dragged to
safety in a village, tended to by a helpful guy named Dennis. He turns out to
be a freedom fighter, belonging to a faction of natives, the Rakyat, who are
trying to end the human traffickers' operation on the island. You decide to join forces with them in the hopes of freeing your friends.
And in an instant you become this expert marksman, hunter, assassin and
demolitionist. The game allows you to embody the spirit of a Tatau warrior
by gradually covering your body with tattoos. They act as a character skill
tree, unlocking your inner potential with better stealth, more health, more
efficient loot collecting and the like. I found the improvements very
hit-or-miss. Some of them, like a ledge takedown, I never even found an
opportunity to use, whereas I could barely have finished the game without
improved maximum health.
The story taking us through the game is relatively okay. It's best when it involves Vaas, the poster boy villain, but his scenes are very few and far
between. Overall the gallery of side characters is quite colorful, with
great performances throughout. However, the central group of friends and
family is rather dull, especially when compared to the island's residents.
This might be intentional as the game throws you a rather impactful choice
right at the end, giving the story two vastly different endings.
But it's in the bare-bones gameplay that the game shines. The
moment-to-moment gunplay feels top-notch, even as I start exploiting the
dumb AI for easy takedowns. No matter if I run or sneak, travel by foot or
car, parachute through the air or dive into an alligator-infested river, I
have full, unshackled control of my character. The aiming is flawless, and
the selection of weapons and body armor allow for firefights at variable
distances.
And the clever mission structure takes advantage of all these mechanics through
great design, rewarding the meticulous player with higher chances of
success. I really like the enemy encampment takeovers, where you stake out
their claim from afar. Useful binoculars can pinpoint the location of
enemies, with great help from syringes that let you locate them by scent through walls. They then stay marked for the rest of their short lives, and then
you're almost overwhelmed with different ways to approach each camp.
Explosive barrels, ledges, sniping spots, caged animals, choke points; they
all become potentially deadly weapons under your watch.
But the main mission designs are my favorite, with a lot of variation. From
James Bond-infiltrations and photo ops, to Michael Bay-action
thrillrides through exploding oil depots, the game has a slick sense of
always cranking the intensity up one notch. And it only improves the further
you get into the game, when you've cleared out the weaker side activites or
learnt which ones to ignore to further improve the pacing. Some scenes are
meant to advance the storyline, and they are affecting, with some visually
astounding set pieces taking place in drug-induced fever dreams.
Many gameplay mechanics are ones we've seen stolen and repeated to death by
subsequent games. Horizon Zero Dawn, for instance, owes a lot to this
game. By climbing and hacking into different satellite towers you gradually
reveal the map and a lot of its secrets, and in doing so the Rakyat provides
you with more free weapons in their shops. The gradually expanding arsenal
can make a world of difference, and with different mods you can boost your
preferred playstyle a little further. You can hunt and skin different
animals to craft larger containers for ammo, cash, inventory items and
syringes.
Side activities like these are not the game's strongest moments, and the
same can be said about many of the side missions that appear once you
reclaim different settlements from the enemy. They involve a lot of menial
and repetitive tasks like hunting down different animals, taking down
individual enemies in melee combat or racing challenges. Hunting and
crafting involve a lot of intrusive menu-delving, dropping the intensity
without giving much in return.
By exploring, you can find old letters written by Japanese WWII-soldiers,
revealing a legacy of savagery taking place on the island long before you
were even there. I didn't find them interesting. The same can be said
about the flash cards detailing enemy drug operations. And the different animal-shaped statuettes, called relics, are just collectibles for the sake of collectibility. It's easy to disregard such filler content this time around, but they nevertheless represent a bad omen for the upcoming entries of the franchise, games that I've yet to play.
No, although an inspirational sight for sore eyes, you don't explore this island for
sophisticated thought. It's a trap, and behind that facade we're forced into the
nitty-gritty, acting out or tough guy primal instincts or something ridiculous like that. Its visuals seem to say: This island is alive,
thriving and teeming with life, which is bad for you. Far Cry 2 was a
poor game all the way down to its repetitive core, but at least it
shared this intriguing question with this far superior sequel: This is a
game for animals. Now which one will you be?
Comments
Post a Comment