Ubisoft took a brave and bold decision to move Far Cry to an era where
one of its most defining features would, by chronological necessity, be
absent. Far Cry has always been about saving a group of downtrodden
revolutionaries from some sort of despotic tyrant – usually by shooting
everything in the way by using a plethora of guns, explosives and other
bits of terribly destructive ordnance.
Set in a time before the discovery of gunpowder, running water, and fine dining, Far Cry Primal instead travels back to 10 000BC – the beginning of the Mesolithic period around the end of the last glacial period. It puts you in the bare feet of Takkar, a member of the Wenja tribe. During a hunt for a mammoth, Takkar and the rest of his hungry brethren (they’ve not eaten for many suns) are blindsided by a ferocious Sabretooth. The hunt gone awry, our hero sets off to fulfil his fallen kin’s dying wish; discover the promised land of Oros, and find the rest of the Wenja.
It becomes Takkar’s job to reunite the strewn and separated Wenja
people, while battling off the Udam and Izila. There are no real grand
overarching plots, no single tyrannical autocrat to dispense with and
the intertwined political themes that run through Far Cry’s narratives
here only extend so far as you’d expect from a game about people on the
verge of civilisation; mostly it’s all about “me want land, me hit thing
that has land.”
The narrative’s a little disappointing as a result. The game’s writers have attempted to make it a little more personal, with you fulfilling the needs of specific tribespeople and running through their own stories as the game progresses. Instead of a linear structure, you’re able to do these stories for each of the mission givers in the order of your choosing, but it feels a little flat as a result; there are no great big moments, no fantastic set pieces that help string along a cohesive story that you’re actually eager to see the conclusion of. In fact, it doesn’t even really seem like anybody is the good guy; you just have three groups of Mesolithic savages vying for the same territory, unable to peacefully coexist. I suppose though, that that’s precisely what would happen. Still, it felt like 15 hours that could have been spent doing something more engaging.
source by: http://www.lazygamer.net/gaming-news/far-cry-primal-review-walking-beasts/
Set in a time before the discovery of gunpowder, running water, and fine dining, Far Cry Primal instead travels back to 10 000BC – the beginning of the Mesolithic period around the end of the last glacial period. It puts you in the bare feet of Takkar, a member of the Wenja tribe. During a hunt for a mammoth, Takkar and the rest of his hungry brethren (they’ve not eaten for many suns) are blindsided by a ferocious Sabretooth. The hunt gone awry, our hero sets off to fulfil his fallen kin’s dying wish; discover the promised land of Oros, and find the rest of the Wenja.
We love living in an Oros world…
To his dismay, when he gets there he finds that Oros is not the proverbial land of milk and honey. Largely that’s because neither cattle nor bees had been domesticated, but also because the Wenja lie scattered, beaten into submission by two other stronger tribes; the savage, cannibalistic Udam who live in the frozen wastes of the North, and the fire-obsessed Izila, a perhaps more civilised bunch – though equally savage in their brutality and incendiary fondness for setting things and people ablaze.The narrative’s a little disappointing as a result. The game’s writers have attempted to make it a little more personal, with you fulfilling the needs of specific tribespeople and running through their own stories as the game progresses. Instead of a linear structure, you’re able to do these stories for each of the mission givers in the order of your choosing, but it feels a little flat as a result; there are no great big moments, no fantastic set pieces that help string along a cohesive story that you’re actually eager to see the conclusion of. In fact, it doesn’t even really seem like anybody is the good guy; you just have three groups of Mesolithic savages vying for the same territory, unable to peacefully coexist. I suppose though, that that’s precisely what would happen. Still, it felt like 15 hours that could have been spent doing something more engaging.
source by: http://www.lazygamer.net/gaming-news/far-cry-primal-review-walking-beasts/
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