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The Evolution of Far Cry 3

Published by: Ubisoft 
Developed by: Ubisoft Montreal 
Genre: Shooter
Release Date:US: Sep 04, 2012
                             UK: Sep 07, 2012
                             Australia: Sep 30, 2012
                             Germany: Dec 31, 2012
 Rating Pending, Targeting a Rating of Teen or Above
 Also Available On: Xbox 360 PlayStation 3 

A jungle holds many secrets. Tucked away in small crevices, covered by vegetation and hidden in the shadows are untold mysteries, waiting to be found by those persistent enough to learn everything they can. The same might be said about Ubisoft's Far Cry 3.

Ever since its debut a year ago, we've been clamoring to learn more about the direction this latest chapter would take. The Far Cry series is only consistent in its inconsistency, and while this third installment would return to a familiar tropical environment, the developers seemed intent on exploring the undiscovered. For the past 12 months we have only been able to get a sense of the game's surface, observing that it would be taking a more cerebral, character-driven approach to an open world shooter. The rest was simply a big question mark. However it seems as though the team is finally ready to throw back the curtain, allowing us to not only play the game, but learn a considerable amount about its direction.

Far Cry 3 focuses on one man, Jason Brody, as he struggles to survive on an island not only teeming with wildlife, but humans that barely retain traces of humanity. Brody's quest to rescue his friends will be intense, and Ubisoft strongly suggested that the man who found himself stranded in this foreign land might not be the one that exits - if he's able to leave at all.

Standing opposite of Jason is the insane pirate Vaas, an unpredictable agent of chaos who views Jason as a play thing that has suddenly entered his fractured, twisted world. Vaas doesn't necessarily have a purpose for toying with Jason or his friends - he simply wants to chew him up, with no thought for the consequences. As the two clash throughout the course of the game, each will influence the other. While both appear to be polar opposites of each other at the start of the game, by the end they might see their own reflection. But Vaas and Jason are not alone. While the island is packed with a diverse cast of insane characters, a third major force vies for control of this would-be tropical paradise. Her name is Citra, and she is the leader of the rebellious, indigenous population of the island, hell-bent on reclaiming territory from her brother, Vaas.

Far Cry 3 wants to toy with expectations. A idyllic jungle quickly turns savage. A doctor's lack of sanity disintegrates as he dreams of his next drug-induced high. Likewise, the difference between Vaas and his sister are not as firm as they might initially seem. Loyalties and perceptions will be challenged. Black and white crumble away into a vivid, ever-changing spectrum of gray.

What will be consistent is Far Cry's continued emphasis on open world play. Much like its predecessors, players will be given full reign to roam a lush environment, teaming with secrets, threats and rewards. In a change that speaks directly to the team learning from Far Cry 2, this adventure will allow players to continuously evolve the state of the island. Fighting the enemy will have a difference, and choosing to explore will pay off significantly.
Take the concept of enemy outposts. In Far Cry 2, players that engaged their foes were quickly frustrated when the dead would seemingly re-occupy their posts mere minutes after being cut down by gunfire. That's not the case anymore. Fighting Vaas's forces will allow civilians and Citra's rebels to take hold, opening up new quests, challenges, stores and - more importantly - a fast travel system. Far Cry 2 forced players to use permanently set bus routes to travel to limited locations around a vast map. While outposts won't be placed directly next to every goal or desired location, eliminating enemy encampments will give players access to a new marker on their map. Simply selecting that location later in the game will allow a quick jump. And, of course, those wanting to get in a vehicle and drive to their hearts' content will still be able to do that.

Adding to the more savage, grounded nature of Far Cry 3 is a combat system that builds over time as Jason gains more experience and slowly unlocks more abilities. Though it's safe to say supernatural powers are out of the question, players will be able to chain knife-based kills through time-based button commands. What starts as a water-based ambush at a dock could potentially yield several a half dozen more kills. This type of twitch-based play only appears later in the game, but allows players to feel as though their character is slowly evolving from an ignorant, innocent tourist to someone potentially capable of ruling this savage land.

Further enhancing Far Cry's savagery, humans are not the only thing present on the island. No, there are no aliens, but wildlife is more abundant than ever, and plays a critical role in how players can approach the progression of the game. While players were able to kill animals in Far Cry 2, doing so yielded little reward. This time around, players can gain resources from killing animals, using them to craft ammo belts, gain cash or fulfill hunting quests for even greater results. The key, however, is determining where animals live. Some will only occupy certain areas of the island or hunt specific prey. Determining the natural order of the jungle is just as important as clashing with the humans that occupy it. How players balance these ideas will determine how challenging combat will be. Hunting prematurely may draw the attention of pirates holding an outpost. Killing those soldiers may lure aggressive animals before you're ready.

Far Cry 3 begs players to explore as they navigate a tense narrative that challenges the perception of reality. Whether caused by pain or drugs or some force of the island, Jason routinely slips away from the world. Walls fade to black, and intense hallucinations begin. In one segment, a trek through a war-torn, battle-tested shack gives way to a pitch black tunnel, lit by television screens that form a pathway and spiral into the distance. Walking the path reveals Vaas and Citra alternatively challenging Jason and seducing him, often simultaneously. These controlled, abstract sequences stand in stark contrast to the wide open island, scraping against reality in ways that simultaneously keeps characters grounded yet casts them off into new psychedelic and psychological depths.

Ubisoft is betting a lot on this twisted, cerebral world. It wants players to invest in Jason's innocence, and delight as he gives in to his own internal, savage nature. Attempting to tell that story, which requires a controlled, subtle, progressive narrative, while still retaining an emphasis on exploration and combat strategy will certainly be difficult. So far the promises of the development team as well as demonstrations of the single-player campaign seem promising. Whether it can all come together is an entirely different bet.

Source- IGN


  1. I waiting come this game.I like play this game.


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