Wednesday, May 2, 2018

Spook’s Review FAR CRY 5: The Bad. Part 2.




The Suspension of Disbelief Angle Is Akin To Building Flying Buttresses In Your Mind.

Video games need to give us a reason for doing what we do. In non-fantasy settings, this requires a certain suspension of disbelief for some things and less for others. The trick to a writer or designer is making it so we suspend our disbelief for whacky stuff by letting things be reasonable enough that we don’t ‘see the strings’ holding the whole assembly up.

We want an excuse for why we’re waging our one man war across a wilderness, and we’re all willing to suspend our disbelief for that, but 5 pushes that a bit too far. Far Cry 5’s summary, as I said earlier is you’re a Federal Marshall going to serve a warrant in upper Montana. Then you find out..

Ø  The local cult controls pretty much all of the surrounding counties. Ok..I can buy that. It’s a push, but the idea that some mean folks control territory out in the sticks is common in a lot of stuff (evil sheriffs, land barons, etc.)

Ø  And has an air force of perfectly functional WW2 era fighter jets. Cool visual but.. How the hell did they get the planes without being noticed (they’re kind of big) and how did they get armament for them (that stuff is restricted and imports would be noticed by the DEA). Also it’s not a few planes. ITS AN AIR FORCE.  They have more air power then some central American countries do.

Ø  And has been murdering, brainwashing and outright destroying the county for over a year. Uhm.. (So, all of the local law enforcement’s been compromised, including the stuff that ties in with the Federal authority??) Come to think of it, I don’t think we ever encounter or hear about local cops.

Ø  And dumping ridiculous mind control chemicals into the rivers and streams. ..yeah, those streams that go down water to other places the cult presumably doesn’t control. Also the bliss apparently makes the frogs gay. No, I’m not kidding.

Ø  And oh yeah, you and your people never reported back after the cult attacked you. But nobody followed up. US Marshalls just disappear all the time, after all. This gets handwaved early on, but doesn’t hold up since, you know, suddenly all of you disappearing or going on vacation forever might seem a bit suspicious to the guys back home. 

Ø  And you have to stop the cult and want to contact the National Guard, but inexplicably when gaining access to a plane, helicopter or functional car can’t just.. I don’t know.. GO TO WYOMING. I can buy them closing the roads. I can’t buy them closing the skies.

See. The problem here is that they wanted things in America. That’s a fun idea. It’s also a fine idea. Chaos hiding in the distant parts of a ‘civilized country’ is a brilliant idea.

The problem is, that an open world game doesn’t work on the premise that you’re a lawman in the most powerful nation on Earth and its 2017-2018.

It’s a problem because in an open world you can go anywhere. This includes say, wanting to leave because a psychotic cult wants to brainwash you into drinking root marm and voting for the leader’s favorite horse to be president. You need a reason to stay.

In Two you were trapped in some back ass end of nowhere African country. There were no aircraft, the borders had UN presence all over them who’d react poorly to a guy like you trying to cross, and you were dying of malaria. Also you had a mission to kill a guy called The Jackal and you were a professional.  YOU HAD A REASON TO STAY AND DEAL WITH THE PROBLEMS.

In Three, you’re trapped on the Rook Islands. There really aren’t many planes or vehicles capable of flying off of the island and crossing that big lake they call the Pacific Ocean, and on top of that you don’t quite know where the hell you are. Also, all of your friends and family have been kidnapped and you want to rescue them. YOU HAD A REASON TO STAY AND DEAL WITH THE PROBLEMS.

In Four, you’re trying to get your mother’s ashes to a specific mysterious location in Kyrat, a crappy country near Nepal. You could fly across the border whenever, but the military is gunning for you (yes, you, specifically) and if you leave you can’t fulfill your mother’s last wish. YOU HAD A REASON TO STAY AND DEAL WITH THE PROBLEMS.

In 5? You’re a US Marshall. You decide to organize a resistance against the evil cult. Despite the fact that you just need to get across the border and you can call down the actual military to deal with what’s essentially a bunch of drug-fueled rednecks (with a God damned air force).

See. The excuses used in a third world shithole don’t apply to a first world country as much. And what applies to a dude-bro teenager in 3 doesn’t apply to a professional law enforcement officer in 5. Now, I said this would’ve worked in the 70s or 80s because the problem would evaporate if you just found a way to keep the Deputy from being able to just go across the border. You know, phone lines cut, nobody has planes or helicopters, etc.  It’d also still work with the cult angle, since a lot of the cult musical notes the game hits apply to the Jonestown cult or Charles Manson’s people as much as the Branch Davidians.


It would even almost work in ‘present day’ if you established that the United States was in kind of a Mad Max situation, thirty seconds to midnight with all law and order and establishments breaking down, and portray the understaffed team sent to arrest Seed as akin to the Bronzies in the Road Warrior.

It’d even fit the themes of ‘the collapse’ that the various cultists go on about, and make them feel less like complete lunatics and more semi-reasonable (which the narrative keeps trying to convince us we should be doing, despite having no evidence for it.)

Also the cult might have NUCLEAR WARHEADS taken from missile silos, because the United States sure loses track of those easily.

In summary. The setting has problems.

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