Tuesday, May 1, 2018

Spook’s Review FAR CRY 5: The Bad. Part 1




 As I stated previously, I’m going to start with the bad stuff. Sadly the bad stuff is so bad that to avoid having you folks have to read a seven page essay of grumbling nerd bullshit in one go, I’m breaking it up. So, let’s start with..
Being Kidnapped Sucks or How I Learned How Much I Valued My Agency

In games like Elder Scrolls or Final Fantasy, the main quest is a thing you opt into or out of. Meteor won’t hit even if you spend hours breeding chocobos and Alduin won’t progress his plan until the Dragonborn goes looking for him.

Far Cry 5 says ‘screw that.’

One of the core mechanics of Far Cry 5 is the idea of not putting off the Main Quest. In Far Cry 5, one of the major conceits is the idea of having to defeat Joseph Seed’s three Lieutenants (Faith, John and Jacob) before taking on the big man. Typical stuff.

In previous Far Cry games, you’d pacify regions and take on people like these Lieutenants through normal gameplay, doing missions, side-quests, blowing up fancy targets and capturing outposts. And while you were out capturing bases, the regional bosses would sit fat dumb and happy inside their fortresses until your triggered your mission to go deal with them.

The villainous cult leaders of Far Cry 5 say ‘bollocks to that.’. Now, as you hit certain categories, they come and kidnap your happy ass and force you to do main quest content.

You can’t escape them. You can’t evade them. You can’t even suitably fight them off. These omni-competent flunkies will get you, and then you’ll be trussed up somehow and forced to listen to one of the three maniac’s brand of nonsensical bull (weird self help for John, Darwinism for Jacob and Saccharine Happiness for Faith).  I started referring to this as ‘being Wolfensteined’ because I have a similar low opinion for how that franchise seems to think the only way we can interact with bad guys is by being rendered helpless and being forced to watch a cutscene of the villain being an asshole to us.

Mind, I like the idea that the main quest comes a’calling if you ignore it. I especially like it since the game has the theme of an onrushing apocalypse, that’s going to get you if you’re prepared for it or not.

As for the main quest coming for you, it can be done right. See, The Elder Scrolls: Skyrim did something similar with one of its DLCs, Dawnguard. Dawnguard was their ‘vampire’ DLC where you were either a vampire hunter, or a vampire. However, the way that they got you interested was by globally increasing vampire attacks.

This was clever. Why? Because it could be ignored, but it didn’t go away. The vampires would keep attacking, you could manage it, but it had the overall effect of being dangerous to a low level character and being supremely irritating to a high level one. They endangered friendly NPCs too. I used to refer to them as my Six O’Clock Vampire attack because of their regularity.

How do you stop the attacks? You resolve the Dawnguard main quest. And given that the in-character reason for going to the Dawnguard was ‘to stop the vampire attacks,’ it made sense.

Why am I here as a player? I want to stop the annoying vampires.
Why am I here as a character? We have to stop the annoying vampires!

Far Cry 5’s issue could have been solved by having you be attacked by the kidnappers, and having to fend them off, or being able to initiate the quest on your own. It’d give a sense of realism to the world, and simultaneously would give you options for re-playability.

I believe the reason for this is that quests in Far Cry 3 and 4 could be cakewalks if you went through them with the right equipment (earned by going through the open world).  However, since several of these missions strip your equipment anyway, that reason seems dodgy to me (particularly as you can level up by getting perks without progressing the bar that triggers the kidnap squads).

Still, it’s annoying.

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