There are a lot of gaming titles coming up in the next four months, and many of them have enormous potential. But the one I’m starting to look forward to the most is Far Cry 3.
It’s especially odd because I wasn’t a big fan of the original game, and thought the reboot/sequel was a bit iffy.
But Ubisoft has been showing they’ve got a mix of good ideas and a willingness to try new things that may make it stand out, especially in a crowded genre.
Here’s what I’ve been seeing that catches my attention.
#4) So Far It Has Just the Right Balance of Gritty and Ridiculous
This is a game where you struggle for your life against armed, dangerous terrorists… and also a game where, if you go swimming, you’ll probably wind up punching a shark. You’ll be fighting scary mercenaries… and also explore an elaborately design ancient temple. It’s a bit like Michael Bay’s idea of Heart of Darkness.
#3) You’re Not a Marine, Cyborg, Or Other Superhero
You’re a tourist whose friends have been captured by an insane terrorist drug dealer. Ubisoft has also made it clear that by the end of the game, your character is going to be a very, very damaged and scary person. And that’s great. You so rarely see in-game actions having a genuine emotional effect on your character. It could be cheesy as hell but at least they’re trying.
#2) You Have Multiple Ways of Solving Problems, Including Feeding Enemies to Bears
I’ve mentioned before that having multiple ways to complete an objective is important in modern games. So far we’ve seen our hero sic a bear on terrorist, leave a bunch of land mines lying around for them to find, stealthily kill everyone in a compound, and walk in guns blazing.
In short, you make your own fun.
#1) Restoring Health Has Potentially Serious Risks
One of the odder aspects of the game that Ubisoft has been discussing is the fact that your character, not to put too fine a point on it, trips balls.
It turns out there’s a reason for that:
In other words, restoring health is not about pressing a button and filling a meter. There’s a cost and a potentially huge risk. It’s a small change, a seemingly minor mechanic, but it forces the player to either find a place to hide until the effects wear off, or have to fight with a severe disability.
That’s something I didn’t know I wanted until I saw it. That mechanic changes how to play the game completely, because being a tank now carries much more risk.
It shows there’s a level of thought here that’s worth looking at. The game comes out in early December, and I’ll have a review for you then.




I really enjoyed the original Far Cry. Far Cry 2 was way different, but also good in its own way, similar to the differences in Just Cause and Just Cause 2. I’m just weary of the repetitive mission structure. Go find X and take it to X who will give you X that you return to X. Next mission: eliminate X then go tell X and you will receive X. Next mission: go find X, X, and X and assemble them then use it to kill X.
I understand that these types of things ultimately have to be somewhat similar but lets go for some interesting variations.
Yeah, mission structure may be a tripping point. I loved Just Cause 2′s mission structure, but we’ll see what happens.
Sounds like just another shooter. Honestly, the only two shooter games that don’t bore me to death are Starhawk (because of the flying and RTS elements) and Dust 514 (because of the literal connection to my beloved EVE).
This genre seems to have nothing left to offer.
Any word on if the NPC’s spawn immediately at the checkpoints after killing them? That’s what turned me off from Far Cry 2. After I killed everyone at a checkpoint…they were there 5 minutes later. I didn’t even finish the game for this reason.
I’m assuming that since they’re talking persistent world a lot, that won’t happen.
This bugged me enough that when I encountered a game breaking moment I just gave up. Was about 2/3 of the way through the game when some character was suppose to return to my base but never appeared causing the mission to never end.
Yeah, that was bothersome, but in most cases, if you really didn’t want to re-clear the checkpoint, you could either ditch your vehicle and sneak past the checkpoint on foot, or drive past and risk them following you. Annoying, but it also made the game a bit more interesting.