Far Cry 4
Mountainous jungles and huge coastal waters are one thing,
the Himalayas is quite another. Far Cry 4 is set to take players to heights the
series never has before by unleashing them at the foot of the highest, most
treacherous mountain region in the world. But it’s not just the cold or sheer
rocks you’ll be up against.
True to form, Ubisoft Montreal’s latest open-world action
affair comes packaged with psychotic individuals, private armies and dangerous
animals, all neatly wrapped in a compelling and personal narrative.
You play the game as a Nepalese expat who’s returned to his
homeland with news of his mother’s death, to scatter her ashes. But when he
arrives, the place is not as it should be and our native hero, Ajay Ghale, will
meet the reason for this in Pagan Min -- the self-appointed king of Ghale’s
homeland.
But that’s pretty much all we know. The team has been
tight-lipped about any real narrative context, even after showing off the
ethereal Shangri La portions of the experience -- one of which I played in a
recent hands-on session with the game, that was both tantalising and confusing
at once. The game takes on a satin red hue in these sections where even running
water looks like rivers of crimson blood. You’re accompanied by a beautiful
white tiger wearing ceremonial garb and are yourself armed only with a bow (at
least in the event I played). Enemies fade in and out of existence(?) but you
can set your tiger on them, or take them out with a precision arrow. These are
obviously very similar to the drug-induced hallucinations of Far Cry 3, but
appear to be more connected to the main character’s ancestry than any use of
narcotics.
It was hard to get a grasp on what I was doing and for what
reason, with zero context, but it’s easy to convey that the section I played
was gorgeous and felt familiar for all the right reasons. While the game is
obviously open-world, it’s safe to assume the Shangri La parts will be largely
linear with a specific narrative purpose, and also likely tied to character
progression as well.
There are myriad mainstays that litter the play experience,
such as graphic healing animations of the main character, performing
reconnaissance with your camera and tagging enemies. Killing them before they
sound the alarm, vehicle hijacking, releasing caged beasts to wreak havoc on
their captors and collecting gems and rare stones. The mini-map remains the
same and, as it’s already been touted, players will gain the wingsuit ability,
only much earlier on this time around.
I actually had the chance to test it out at the end of
clearing an enemy encampment. The clearance itself was par for the course if
you’ve played the game before -- and unleashing a captive bear was a win-win
scenario, but the event required that I wingsuit out of there being that I was
actually nestled in an alcove high in the mountain ranges. What ensued was a
gameplay experience that was as close to flying the Millenium Falcon through
the Death Star’s sewerage system as you’re ever gonna get, outside of Rogue
Squadron on GameCube. While the glide itself was less than a minute long, it
spoke volumes about the potential traversal puzzle element of the game. The
towers were decent climbing puzzles, but that content is best left to Altair
and friends, what we want to see is more Far Cry-specific stuff where this type
of thing is concerned, and as a mere taste, it was tantalising.
Other portions of the game I played included a visit to the
E3 content most others played. Rather than go through all three options,
though, I chose the elephants again and again. There was no merit or bonus in this
beyond the fact they’re awesome to ride. The team has done a bang-up job making
you feel like you’re riding one of the grey beasts, and there’s nothing more
fun than charging the enemy with no intent to shoot him, letting your elephant
instead pick him up by the trunk and throw him -- that’s also a sentence I’ve
been longing to write in this job for a long, long time and only Far Cry 4 has
let me do it.
Playing on PS4 the game looks stunning. The engine is the
same as Far Cry 3, but it just looks great on nextcurrent-gen. The only real
gripe I has was not being able to jump off the beaten path.
There was plenty to fix with Far Cry 3 -- the game’s overly
structured approach to progression by way of unlocking towers. Being told when
to stay on-mission and those missions often being handheld. Getting the
wingsuit late and feeling all-powerful when it meant the least and, well, being
a rich white kid out of place, but it’s looking up for Far Cry 4. As mentioned
earlier, there’s a heady amount of familiarity coming into the game, but
provided it’s broken up enough to make the game feel fresh and new, it’ll be
celebrated. Currently it looks amazing and seems like it’s expanding upon all
the other components that made the last game still compelling. Animals, verticality,
tripped-out levels, and simply being in the place you are is almost enough, but
if the team can really capitalise on a winning formula, Far Cry 4 might just be
the open-world game we all want.
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