Far Cry (7DVD)
Far Cry 4 is loaded with
such tonal shifts, so many that you might suspect the game is trying to
make a point with them. The writing takes rare turns into the
self-aware; one character, for instance, calls out the hypocrisy of an
American intruding on the affairs of a foreign state, pointing guns and
splattering blood in the name of "doing the right thing." But if Far Cry
4 was meant to parody the violent themes it depicts, it does a poor job
of it. You are Ajay Ghale, an American who has come to Kyrat to scatter
your departed mother's ashes per her wishes, though it isn't long
before you have taken up the cause of The Golden Path, the same
separatist group your mother helped found. Where matters of the
rebellion are concerned, Far Cry 4 keeps things serious, often forcing
you to choose between the wishes of the current Golden Path co-leaders,
and locking yourself into one mission while foregoing its counterpart.
These leaders--Amita and Sabal--both have good intentions, seeking only
the best for their impoverished nation, though Sabal's insistence at one
point that Amita is using her gender as a manipulation tactic makes it
clear that he, and the game itself, don't always represent meaningful
progress.
It's
impossible to be invested in these characters, however, not after a
pseudo-serious speech is followed by a confrontation with two
embarrassing stoners who blow smoke in your face while embodying every
possible drug-culture caricature. The story's best asset, its villain,
disappears for most of the story, leaving more dialogue to a local radio
personality who fantasizes about becoming a serial killer who smears
feces on his victims as a calling card. Far Cry 4 does not improve upon Far Cry 3's
narrative issues, but amplifies them until the story collapses into a
pile of yee-haw hillbilly language, cliched tribalism, and weak
political posturing. For a game primarily interested in providing a
joyous first-person sandbox, Far Cry 4 is oddly adamant about choking
you with its meager attempts to titillate.
Like the
Nepalese-esque environments it depicts, Far Cry 4 is all about highs and
lows, suffocating you with poor storytelling before setting you free
into the wilderness to create thrills of your own. And those thrills can
be almost overwhelming, providing the kind of headrush that was Far Cry
3's calling card. It is you and a giant map dotted with activities,
each one fun enough that you want to rush towards the waypoint to see
what's in store there.
Perhaps
it's an outpost that need liberating from Min's army. You can force
freedom upon it by sneaking around, stabbing baddies from behind and
throwing knives into their comrades' foreheads in one smooth motion. But
Far Cry 4's additions are tailored towards chaos, and it's difficult to
escape their gravity. Throwing a simple slab of meat invites a tiger or
a bear (or even a violent honey badger, a reference that would have
been dated even a few years ago) to the bloody party. The creature isn't
a familiar--it may turn on you once it's done feasting on Min's
soldiers' meat--so there's only minor guilt in throwing a molotov
cocktail into the mix and watching the flaming feline strike fear into
your foes' hearts. Of course, you might be sprinting about all the
while, spraying AK-47 fire around, or lobbing grenades from your
launcher, the most effective sidearm available in the early game.
Or
perhaps you believe in truly going big. Elephants may seem like
peaceful titans, but once mounted, they are one of Far Cry 4's most
destructive forces. One story mission puts pachyderms to particularly
good use, offering you plentiful opportunities to overturn oncoming
vehicles with a quick flip of the trunk. You haven't truly lived until
you have launched an opposing soldier into the air and heard his
screams. If you come to games to feel powerful, Far Cry 4 quenches that
need. That isn't to say the game is easy; insta-fail stealth missions
and enemy artillery can bring the frustration, but you typically have
the tools to counter it. If sneaking around is making you swear, a bow
and arrow will do nicely. If you're being mobbed, you can spend a token
that spawns an AI companion to fight at your side.
It
is you and a giant map dotted with activities, each one fun enough that
you want to rush towards the waypoint to see what's in store there.
Real-life
companions are even better. A buddy (or stranger) can join you on your
adventure, and the two of you become a kind of madcap duo, wreaking even
more havoc on Kyrat's struggling economy by ruining and pillaging
everything in sight. It's fun to get around in Far Cry 4's dinky
gyrocopters, but the real joy is grappling to it and swinging to and fro
as your comrade rises into the air. Should an enemy helicopter whir
into view, it's tempting to take it out with a rocket, but you could
always have your friend swing you into range, and blast the copter's
pilot with a shotgun to the face. Should a pack of dholes (wild dogs,
that is) attack, it's nice to shoot and skin them with a pal at your
side. There's a pleasant sense of camaraderie to it, the two of you
tromping through a creek on elephants like a gray, wrinkly caravan.
Far
Cry 4 isn't content to simply provide a map loaded with icons to chase:
it parades activities in front of you as if it's afraid you'll not
notice just how much stuff there is to do. You liberate an outpost and
drive away, and you're bombarded in ten seconds by notifications that it
is already under attack. Should you return and provide support, your
next departure might be met with the same instructions; should you drive
off, Far Cry 4 informs you of your failure to protect the outpost. I'm
grateful for the game's imperfect but helpful auto-drive feature, which
allows you to hand over the wheel to the AI if you want to focus on
firing your pistol at pursuing ATVs. I'm not so grateful for Far Cry 4's
habit of moving the waypoint icon to nearby outposts under attack on my
behalf, thus causing my vehicle to drive where the game wants, not
where I want. Why is such a massive sandbox so eager to lure me away
from my own adventure? Why would a game whose best story is the one I
make for myself keep thrusting some other story in front of me, making
me eat my broccoli before I'm allowed to have dessert?
At
least the dessert is scrumptious, supported by Far Cry 4's excellent
economy, which dangles goodies in front of you and dares you to go earn
enough rupees to buy them. Soon you discover that your wallet needs
upgrading before you can hold more rupees, and that your backpack only
holds so many saleable doodads until you craft a larger one. And so off
you go to hunt and skin the wildlife so that you may turn their hides
into a bigger ammo pouch. You obsessively snatch herbs and flowers so
you can make healing syringes and other helpful implements, and climb
radio towers so that you can lift the nearby fog of war and reveal even
more activities to perform. It's easy to be ensnared by this web of stuff,
wanting a thing that requires that you do another thing, which in turn
requires that you do even another thing. Of course, that stuff follows a
recipe Ubisoft has been stewing for years now, which is filling but
starting to taste too familiar. This is the Far Cry/Assassin's Creed/Watch Dogs formula on hyperdrive: no piece of real estate is safe from the stuff-web.
The
story at least provides plenty of diversity. Sometimes, you're pumped
full of drugs and float away to Shangri-la, where you admire the dreamy
visuals and sic tigers on demons; sometimes, you're maintaining oxygen
levels while exploring the perilous heights of the Himalayas. Far Cry
3's missions ultimately made the greater impression: Far Cry 4's
drug-destroying quest owes a clear debt to its predecessor's similar
(and better) analog, and 3's hallucinogenic trips were more memorable
than the sojourns to Shangri-la. Even so, Far Cry 4's best missions make
good use of the game's general scale, providing intricate spreads of
horizontal and vertical spaces, and giving you the freedom to approach
them as you like.
The ties to earlier Ubisoft games are inescapable. You tear propaganda posters from walls in the manner of Assassin's Creed II,
and unveil new portions of the map in the manner of, well, most recent
Ubisoft games. The condensed freeform missions, on the other hand, are
more akin to Splinter Cell: Blacklist,
though that isn't the only feature reminiscent of Sam Fisher's more
recent games. Far Cry 4 features a light bit of competitive play that
pits two asymmetrical teams against each other. The objectives change
depending on which mode you choose, but the basics remain the same. One
group plays as hunters, armed with bows and arrows, and capable of going
invisible and mounting elephants; the other drives standard vehicles
and selects from a full array of weapons, approaching battle with sheer
force.
The
best part of competitive play is that it offers many of the campaign's
freedoms. You can ride the winds in your wingsuit towards a capture
point, create ad-hoc walls of flame with molotovs, and snipe a
competitor while he struggles to fend off an attacking bird of prey.
Teams also seek to control towers that reveal hunters on the minimap (or
remove them), which adds another speck of strategy to the proceedings.
These five-on-five matches are open-ended delights, not so much because
the battles are loaded with tension, but because they reward
adaptability, and in doing so, echo the campaign.
It's
a problematic campaign, certainly, forcing you to restart an entire
mission from scratch if you arrive at your destination and realize you'd
like a different loadout, and making you reach for the radio dial so
you don't have to listen to the worst radio personality this side of the
Great Wall of China. It's when you circumvent Far Cry 4's major
thematic flaws, inconsistent missions, and incessant nagging that you
find the game you came looking for, breathing easy and enjoying the
mountains that rise in the distance and the valleys that stretch beneath
you. Like the terrain if depicts, Far Cry 4 travels both high and low,
representing the good, the bad, and ugly of video games all at once.
It's awesome and messy and dumb and fun and annoying and gross and
beautiful. Take any given adjective in your vocabulary, and chances are,
it will in some way describe Far Cry 4.