Flying Wild Hog’s successful reboot of Shadow Warrior three years ago was a boon for the fledgling development studio. Their initial title, Hard Reset, was a good but not great release, one that failed to attract mainstream attention but was successful enough to ensure the studio could carry on. Shadow Warrior did a good job of revitalising the IP for a new generation, capturing that same 90s feel whilst bringing some fresh ideas and experiences to the franchise. Shadow Warrior 2 looks to expand upon this idea, again retaining that 90s shooter feel whilst mixing in even more mechanics. The resulting game is far more varied but unfortuantely the veins of nostalgia only run so deep and I think they were bled dry with the last title.
It’s been 5 years since your failed attempts at protecting the world from the Shadow Realm resulted in it colliding with outs. Now humans and demons live side by side, for better and for worse. Lo Wang, after the betrayal of his employer, has escaped to the woodlands far away from the cybernetic metropolis that Zilla has created. To make ends meet he’s been doing jobs for the local Yakuza, using his skills and charm to get by. However when a regular job goes wrong he quickly finds himself caught in a battle between a mad scientist, the demons from the Shadow Realm and a new drug called Shade.
Shadow Warrior 2 uses Flying Wild Hog’s own Roadhog Engine which has seen significant development work between titles. It’s still a step or two behind what I’ve come to expect from the current generation but with the game’s focus on fast paced action the sacrifice is understandable. The environments of Shadow Warrior 2 are far more expansive than its predecessor, often with many more areas to explore and much more detailed environments. The colour palette is also much more varied, the mostly red/orange tones of the predecessor replaced with neon cities, dark jungles and tormented hellscapes. Like it’s predecessor Shadow Warrior 2 isn’t a game that’s meant to be gawked at, you’re meant to use it as a canvas upon which to reap your destruction.
At a core game level Shadow Warrior 2 doesn’t change much from its predecessor. The focus is still on fast paced, gore filled combat with an arsenal of weapons that will fit any occaison. The difference comes from the progression mechanics which are more geared towards an open world, Borderlands-esque system. Now enemies will drop varies bits of loot including weapons, augments and even new skills for Lo Wang to use. You’ll still level up your character by killing enemies and earning karma but now you also have the option of earning skill points through doing missions. The missions come to you via a board which allows you to pick and choose what you do, even allowing you to free roam areas to find secrets, defeat boss for loot or just grind karma to level up. There’s also a crafting system that enables you to improve your upgrades by combining 3 lesser ones together, although that system is a little more hit and miss than I’d like. Overall in terms of scope Shadow Warrior 2 is a much grander game than its predecessor was, one that will certainly appeal to the completionists out there.
Combat retains much of what made the original great: fast paced action, waves of enemies to dispatch and numerous skills with which to deal unending hurt on them. The various weapons and upgrades feel a bit more balanced this time around with the swords no longer being the one and only weapon you should use. Part of this comes from the crafting/upgrade system which limits certain augments to certain kinds of weapons, making some vastly superior for some fights. Shadow Warrior 2 also brings with it an elemental combat system with some (initially, eventually it’s all of them) having elemental resistances and weaknesses. This means you’ll have to swtich between weapons if you want to get anywhere. Other than that though most of the enemies are pretty generic with the good old fashioned circle strafe making short work of them. Not that I was expecting much more from a hack ‘n’ slash game, though.
You’ll progress at an unrelenting pace in Shadow Warrior 2 with all the skill, item and weapon upgrades that get thrown at you. On the one hand it’s great as even a short session means you’ll come away feeling like you’ve accomplished something. On the other though it can be a little overwhelming when you’ve got a massive inventory of upgrades to choose from and you’re trying to figure out which one you should use. Overall I like it and I definitely spent longer playing than I otherwsie would because of it. It could definitely use a little tuning to make it a little more approachable however, given the fact that not all players are obssessive min/maxers like myself. That being said it’d be hard to go really wrong with selecting upgrades and skills and, even if you did, it wouldn’t take long to realise it and rework your build in response.
The crafting system could use a little more polish as whilst it’s a good way to progress (especially when other avenues run dry) it’s far too random for my liking. For instance putting 3 of the same elemental upgrades together typically results in you getting the same element out, but usually with completely different stats than what you put in. Putting in different elements means you’ll randomly get one of the ones you put in and again with random stats. It’d also be good to be able to re-roll one aspect of an upgrade (by paying the requesite cash or whatever) so you could turn your trash high end upgrades into something useable, especially those ones with heavy negative bonuses. I think Flying Wild Hog is on the right track here, it just needs a little more polish before it can become what I think they want it to be.
For the most part Shadow Warrior 2 runs well however there’s one technical and one design issue that I think bears pointing out. Enemies have a terrible habit of leashing and teleporting around, feeling like you’re playing on a laggy server (even though you’re playing locally). This can be quite frustrating when an enemy decides to teleport inside a wall or behind you and then ruins you before you can react. This behaviour was particularly noticeable in the larger environments with multiple levels, something that seemed to confuse the AI to no end. Additionally the game’s difficult goes up in fits and starts, meaning that you can go from feeling like the game is far too easy to punishingly hard in the space of a single mission. This is something of a solved problem these days and, whilst I get that might be part of the appeal of 90s nostalgia titles like this, it doesn’t make for the greatest experience these days.
The story is, as expected, light on with the plot and heavy with the wang jokes. It’s a little more heavy handed than its predecessor was, lacking some of the seriousness and reflection of its predecessor to contrast Wang’s irreverant humour. Not that you’d be playing this for the plot, mind, but the previous instalment did a better job of striking a balance between the two aspects. Indeed the best comedic titles are the one that aren’t all comedy all the time, something which a few developers have forgotten of late (I’m looking at you Gearbox).
Shadow Warrior 2 brings with it the 90s nostalgia that many of us enjoy with numerous modern mechanics that ensure this is much more than a simple re-release. It’s much more broader than its predecessor was, taking on many characteristics of open world titles but on a smaller, more manageable scale. The introduction of multiple progression systems can be a little overwhelming at first but it does mean that you won’t be wanting for skill points or upgrades for long. Combat retains that 90s feel, favouring fast action over realistic encounters. The grander scale brings with it a few issues, both in technical and design terms, but none of these are beyond fixing. Overall, whilst I think Shadow Warrior 2 isn’t as great of a game as its predecessor was, it’s still worth playing.
Shadow Warrior 2 is available on PC right now (with PlayStation 4 and Xbox One coming in Q1 2017) for $39.99. Total play time was 12 hours with 54% of the achievements unlocked.
The number of games that were mobile exclusives that make the transition to another platform, whether that’s PC or consoles, is vanishingly small. It’s obvious to see why this is as many of the concepts used in mobile gaming like, touch input and interface design, simply don’t translate readily between those platforms. Platform transition issues have always been a problem for developers, as was shown with the consolization of PC games, but the problem space has been well mapped out over the course of the past decade. Mobile games still struggle with this unfortunately and whilst I really wanted to like Deus Ex: The Fall it was a glaring example of the struggles that developers face when doing mobile to PC transitions.,
You are Ben Saxon, an ex-military agent who served with the Belltower corporation during the Australian civil war. Your career with them was ultimately cut short when bad intel sent you straight into the middle of war zone, your entire team lost when your transport was shot down. However in the midst of all the chaos you managed to meet with someone, Jarron Namir, who recruits you into his special operations team called The Tyrants. With your new augs and all the resources you could ever want at your disposal the future looks good, that is until you uncover the truth about why you were sent into Australia.
Deus Ex: The Fall is a game based on the Unity engine and in that regard it’s actually quite impressive. The graphics are comparable to Deus Ex: Invisible War with a few lighting and rendering tricks helping it to feel a little more modern. Compared to Human Revolution though, a game that was released 3 years ago, it looks like a bad rip off. On a smaller screen, say a tablet or your phone, they’d look a little bit more impressive but on a PC it just feels streets behind everything else. This would mean that if you were craving a taste of the new Deus Ex universe and couldn’t run Human Revolution, for some reason, then it’d be a good place to start.
The Fall essentially a cut down version of Human Revolution in almost every sense, from the skill trees to the weapons to the environments that you’ll be playing in. It’s very clear that everything about The Fall was designed with the mobile market in mind with most of the levels and missions broken down into chunks that can be completed in 5 to 15 minutes. The core game mechanics are still there with the stealth functioning largely the same and the gun combat comparable but, again, modified for the mobile interface. Whilst there’s definitely been a non-zero amount of work done on the transition from mobile to PC the unfortunate reality is that The Fall still contains numerous glitches, bugs and weird quirks on game play mechanics that heavily mar the overall experience.
Human Revolution really got the stealth mechanic nailed down tight and it was nice to see that the majority of mechanics had made their way into The Fall. Most of the levels have numerous different pathways snaking through them allowing you to sneak up on nearly every enemy and take them out silently. However there’s a discrepancy between what you can see in first person mode and what the NPCs can “see”, allowing them to sometimes detect you through walls when, from your point of view, there’s nothing that can be seen. Once you’re aware of this it’s not too hard to work around however it’s a glaring reminder of the limitations of mobile as a gaming platform as I’ve never had this kind of issue with other stealth games on PC.
Combat is extremely clunky which, when coupled with the extremely rudimentary AI, makes it unchallenging and ultimately not satisfying. The recoil mechanic functions by zooming your view in and moving it up slightly, something which is horrifically jarring and doesn’t really add any challenge. Now I played Human Revolution as a primary stealth character and I played The Fall in much the same way however the times when I felt like it’d be fun to run and gun instead were stopped dead in the tracks because of how bad the mechanics are. It’s for that reason that I never really ventured into the buy screen as I could get past every section without using a single weapon.
The talent trees contain familiar upgrades including all the hacking and stealth upgrades from Human Revolution. They pretty much all function pretty much the same as they did previously with the main difference being just how quickly you’ll be able to unlock most of them. Much Human Revolution The Fall seems to be optimized for hacker/stealth players as the majority of things are hidden behind hackable panels and in long air ducts.I have no doubt that if you took the time to thoroughly investigate all of the levels you’d be able to unlock every ability without too much trouble as I managed to get ~60% of them before I got bored and just bypassed everything.
As I alluded to earlier The Fall suffers from many issues due to its transition from the mobile version of Unity to the PC. The first issue I noticed was that sounds just refused to play which also meant the subtitles didn’t stay up either. I traced this back to my headphones (a pair of Logitech G35s) as once I unplugged them everything seemed to work fine. It wasn’t limited to that either as the hacking screen would simply refuse to be moved around which was something of a necessity considering how limited the zoom was. I’m pretty sure this is due to the way you’d handle input on mobile (with DragStart and DragEnd events) which doesn’t directly translate to how PCs with mice work (MouseClick even and then track pointer movement). There were also some rendering issues apparent in a couple levels which wasn’t game breaking but was rather annoying.
The story was semi-interesting although it was so simplistic that it was hard to get into it. There are some familiar faces that appear in the previous games which I thought would be a cool way to give some more backstory on them. However they’re really only there to show their faces before the real meat of the game continues so it just feels like a tease to those who enjoyed the story of Human Revolution. Probably the worst part about it is the huge, glaring TO BE CONTINUED at the end which means seems to indicate that this is going to be an episodic adventure although we’re fast approaching a year since its initial release with no more content in sight.
Deus Ex: The Fall is yet another unfortunate example of how mobile-first games simply don’t translate well into the PC world. It feels like the same amount of time and effort could have been dedicated to implement this as a DLC for Human Revolution, something which I think would’ve seen this story done a lot more justice than what it was on the mobile platform. I may be singing a different tune if I had played this through on my phone but the fact is this was made available through Steam as a game for the PC. In that regard it’s hard to not call it as it is, a bad port that needed a lot more work to even be mediocre.
Deus Ex: The Fall is available on Android, iOS and PC right now for $10.49, $7.49 and $9.99 respectively. Game was played on the PC with 4 hours of total play time with 57% of the achievements unlocked including the pacifist one even though I killed multiple people.
Reviving old IPs has proved to be something of a double edged sword. There’s definitely a lot of demand out there as many successful Kickstarter campaigns have shown but the resulting games have always been something of a mixed bag. For the most part the ones that simply try to recreate the old game with modern technology tend to fair worse whilst those that actually attempt a faithful reboot using the world and characters fair a lot better. This was the difference between Rise of the Triad and Tomb Raider for me, although the latter’s budget probably had a lot to do with it. So you can imagine when I saw a Shadow Warrior reboot I was hesistant to try it out for fear that it would have been yet another straight port, even if came with Lo Wang’s signature tongue-in-cheek humour.
You are Lo Wang, general badass and agent to the Zilla corporation, working directly with the company’s head doing whatever is required. Your first mission is simple, offer up $2 million in exchange for a single sword and bring it back. The deal, predictably, goes south and after dispatching numerous guards you find yourself confronted with another foe: demons from the shadow realm. As it turns out that sword you were sent to retrieve was none other than the Nobitsura Kage, an ancient katana which is the only weapon that can destroy beings from the shadow realm. Guided by your new demon friend Hoji you’re sent on a quest to retrieve all the pieces in the hope that you can stop the unrelenting demon invasion. Of course not everything is as it appears and Zilla’s intentions are far from being that of a simple collector.
All aspects of Shadow Warrior have been tuned for fast paced, hack ‘n’ slash combat, including the graphics. If I’m honest they’re at the level I would have expected from a cross platform release however with Shadow Warrior being a PC exclusive that excuse doesn’t hold up unfortunately. It’s not that they’re bad or dated, indeed as some of my selected screenshots will attest to it can be quite pretty at times, but apart from those set pieces it definitely has not been designed for you to gawk at. Combine this with a healthy dose of asset reuse that you’ll see throughout the game (which includes everything from the treasure chests to whole sections of levels) says to me that the graphics weren’t the highest priority but they do serve the purpose well, even if it gets a little samey as the game goes on.
Shadow Warrior is a first person hack ‘n’ slasher, throwing hordes of enemies at you which you can dispatch in numerous ways. Your primary weapon in nearly all of these encounters will be your katana as only it has the clearing power required to churn through enemies fast enough. There’s a ton of other weapons available all of which are made available to you a various sections in the game and you’re not likely to be wanting for ammo thanks to it being strewn everywhere. However chances are if you can get within melee range of your enemies you’ll want to use the katana over everything else thanks to the synergy it has with the other primary combat mechanic: dark powers.
There are 3 separate upgrade systems in Shadow warrior, each having their own unique upgrade currency and all of them affecting different aspects of the game. The primary upgrade system, or at least the one you’ll be using the most often, is the karma system which is levelled up by defeating enemies. Using special abilities and varying your approach will also net you karma bonuses, allowing you to attain upgrades quicker. The skills you get in this tree are augments to your other powers as well as direct stats boosts which can be your saving grace in the middle of a giant firefight. There are also some unique abilities available which can radically change how you play the game although, in all honesty, you’re crazy if you don’t focus everything on the katana and the skills surrounding it, especially the life stealing abilities.
The other 2 upgrade systems focus on dark powers (upgraded through Ki Crystals of which there are usually 1~2 per chapter) and weapons (which use money). The dark powers system feels like an organic progression mechanic more than anything else as the upgrades come regularly and predictably and, past a certain point, don’t heavily influence the game play. Your initial choices will heavily influence your choices down the line however as it’s pretty clear that you can either favor an offensive or defensive style. Weapon upgrades are probably the least influential out of any of them since the katana is just so much more powerful by comparison except when it comes to the boss fights. Thus I usually found myself with a horde of cash up until I got to a point where I felt a certain weapon needed upgrading to help me out. It’s also worth noting that whilst the katana appears in this menu you will never be able to upgrade it using money, so don’t bother waiting for the unlocks to happen.
All of this combines into a combat system that is fast paced and utterly enjoyable. You’ll start off with small engagements with only a handful of enemies but it will slowly ramp up to the point where you won’t be able to remember how many enemies are on the field. Over time new enemies get thrown into the mix, including giant warlords, warlocks that raise the dead and beasts covered in metal that can only be taken from behind (snicker). Unfortunately it does start to wear on you towards the end because the only way the difficulty increases is by adding extra enemies or reducing the amount of space you have to move around in. Additionally a lot of the cool abilities you unlock will simply not work on the higher tier enemies which kind of makes them pointless, making you reliant on the one move which does the most damage.
Despite this the boss fights are probably the strongest aspect of Shadow Warrior as whilst each encounter uses the same mechanic for defeating them (shoot the glowy bits until the fall down then kill the crystal inside) they each have unique abilities and all of them are just epic in scale. They can be a tad frustrating as there are some one hit kill mechanics and the checkpoint system doesn’t always save at critical points but honestly that was only a big issue with one of them. The rest were a hell of a lot of fun as you spam all your weapons at them to bring them down and nothing can beat the exhilaration you get after you’ve spent 30 minutes circle strafing your way to victory.
Shadow Warrior unfortunately suffers from a few notable glitches as well as having some outright game crashes that happen without warning. The screenshot below shows how shurikens will sometimes just float around in space forever. This usually isn’t an issue however I sometimes heard the shuriken noise coming from behind walls which, for a game that uses sound cues for certain things, can be quite distracting. I also experienced game crashes twice which I can directly attribute to some unknown edge case in ability use as they both happened instantly after I used an ability (circle of iron was the last one I could remember and it happened right after I released it). Key press recognition also seems a little flakey when you start to get dozens of enemies on screen which can be a little frustrating when you’re trying to heal yourself or trying to clear a path so you have some breathing room.
Of course it wouldn’t be Shadow Warrior if it didn’t have signature style of humour including numerous Wang jokes as well as other tongue-in-cheek humour. Thankfully, unlike other titles that tried to use similar humour techniques, it doesn’t get overplayed at every opportunity. Sure you’ll hear the same jokes every so often but it at least doesn’t scream “HEY WE’RE FUNNY RIGHT? YEAH WE TOTALLY ARE” desperately, hoping you’ll give them some laughs out of sympathy.
This then flows onto the story which, admittedly, isn’t anything to write home about but surprisingly is far above what I expected. I guess I was somewhat let down by Rise of the Triad (which was more of a direct remake of the original than anything) and thought Shadow Warrior would be the same but it’s so much better. Whilst the shift in tone towards the end comes at the cost of the humour it does help to round out the story well and thankfully avoids the pitfalls of screaming for a sequel. Overall it’s not the dramatic story telling experience that you might expect from some games but then again you’re not playing Shadow Warrior for that, you’re playing it for the fast action and wang jokes.
Shadow Warrior is a shining example of what a reboot can do to an old IP. Instead of trying to recreate the past exactly with modern tools Shadow Warrior is instead a homage to the title of yesteryear, one that takes all the things we loved about it and bundles them up in a completely new game experience. It’s not without its faults, especially with the rudimentary challenge scaling and game crashes, but I’m hopeful that the latter will be fixed in future patches. For me Shadow Warrior is the standard to which I’ll hold future remakes as it’s faithful to the original IP without relying on nostalgia to drive it. Fans of Wang should definitely check this out.
Shadow Warrior is available on PC right now for $39.99. Game was played on the Hard difficulty with 10 hours total playtime and 59% of the achievements unlocked.
For someone who’s stated repeatedly that open world games are not my thing I sure have played a lot of them this year, from 38 Studio’s swan song in Kingdoms of Amalur: Reckoning to Prototype 2 and Sleeping Dogs. I’ve come to appreciate the genre more since then as I really did enjoy Sleeping Dogs even if I avoided many of the repetitive side missions in favor of the more engrossing story missions. I had been planning to do a review of Far Cry 3 for a while now on the recommendation of several friends who have dozens of hours invested in it and, if I’m honest I wasn’t looking forward to it. I remember the original boring me rather quickly and the second was just such a mess I didn’t make it past the first hour. However this latest installment is a vast step up from either of its predecessors and I’d even go so far as to say it was rather enjoyable.
Far Cry 3 goes back to the original’s roots, putting you on the fictional Rook Island located somewhere between the Indian and Pacific oceans. You play as Jason Brody who, with a group of close friends including a couple of children of 1 percenters, have been enjoying a tropical vacation. The group decides to go skydiving together but they all land on different sections of an island which is controlled by the pirate lord Vaas. They’re then taken hostage and ransomed for their return but your brother is having none of that and breaks you both out. The ensuing escape goes terribly awry with your brother being gunned down by your captors and you falling unconscious in a river. You are rescued by the Rakyat, a group native warriors, and then swear vengeance against Vaas and his entire operation.
Whilst Far Cry might never have been the PC destroyer that Crysis was it did have a reputation for being on the upper end of the graphics scale and Far Cry 3 certainly doesn’t disappoint in this area. On first glance I was convinced that it was one of the Crytek engines but as it turns out it’s Ubisoft’s own in house engine called Dunia, made by a former Crytek employee. It features all the things we’ve come to expect from high end games like motion blur and depth of field but it also includes other impressive features like day/night cycles, dynamic weather and realistic fire simulation (which makes starting huge fires rather fun). One minor complaint I have about it is that enabling v-sync (I hate tearing) seems to make any system struggle. Taking it off and cranking up the anti-aliasing worked well to combat tearing however so its more of a FYI than a complaint.
Unlike the majority of open world games Far Cry 3’s core game play is good old fashioned First Person Shooting with an arsenal of weapons at your disposal. The whole combat system has a lot of polish to it with all the main weapons behaving how you’d expect them to and none of them glitching out in strange ways. There are a few quirks like the knife swings having a queue so if you mash the key a couple times he’ll keep on swinging that knife when you’re not pressing it. The aiming can also be a bit weird as like in say Call of Duty aiming down the sights guarantees the bullet will hit where the sites are targeted but that doesn’t appear to be the case in Far Cry 3. Everything else seems to work well though, especially the take down system.
Far Cry 3 includes a rudimentary stealth system that works on line of sight, distance and the amount of time you’re visible to an enemy. For its intended purpose it works well, allowing you to sneak up on people and take them out silently with your knife. However there are also silencer attachments for your guns that supposedly allow you to take people down without alerting others but I never found that to be the case as anyone who was shot down immediately triggered every guard to go into a panic. Realistically I get the feeling that it was primarily designed for the take downs with the weapons being something of an afterthought. This could possibly be due to my preferred weapons being assault rifles and SMGs as I didn’t really bother with sniper rifles at all.
Like most games these days there’s a talent/specialization system that allows you to craft Jason into the kind of character you want to play. There’s 3 different styles ranging from complete stealth to all out combat and many of the talents are synergistic across trees. Initially the points you choose will make a big difference to all your encounters as some of them will make certain situations a breeze whilst without them you’ll find yourself struggling to accomplish certain tasks. However as the game goes on you’ll find that most of them are more convenience factors than anything else, either allowing you to do things slightly faster or simply blunder your way through without having to think about the risks you’re taking.
The reason I say this is that whilst you can’t unlock all the talents from the get go (you can’t simply ignore the main story line and get everything) the pace at which next tiers are unlocked seems a bit off as I always found myself with extra points spare before the talents I wanted were available. Now this isn’t because I’m some kind of crazy quest nut, far from it, I in fact ignored many of the side quests in favor of the story line, only stopping to get radio towers and the occasional safe house so I didn’t have to drive so far. Still by doing that I was able to max out one tree (shown above) and was only 6 or so levels away from maxing all the others.
I guess where I’m going with this is that in Far Cry 3, like with nearly all the open world games I’ve played, the bevy of additional side missions and activities available are simply not required. Whilst some of them might be a fun distraction from the main plot line they are, for want of a better word, fluff that doesn’t really need to be in the game. Now I know that this is part of the appeal for a lot of people, being able to wander around to do whatever you want and I admit that not being on rails is quite refreshing but I’ve yet to see a game where these side missions aren’t repetitive wastes of time that don’t bestow any real benefit for the player. This is especially true in Far Cry 3 when you can make all the weapons free in a rather short space of time and upgrade all your other stuff through crafting.
That’s one thing that Far Cry 3 does do rather well actually as the upgrades really are completely optional but taking the, admittedly small amount of, time to go and find the right animals, skin them and then craft your upgrades is pretty cool. It does start to get a little ridiculous if you’ve got the fervent RPGer mindset though as there’s animals and herbs everywhere and your loot sack is only so big, usually meaning you end up with a lot of left overs. There is a quick sell button for the trash loot but it unfortunately doesn’t extend to skins that you have no use for anymore which can sometimes leave you with a surplus that you don’t need but don’t have an easy way of knowing that. This is only made worse if you get the double harvest talents so some inventory management is required.
Far Cry 3 also loses points for this kind of bullshit that Ubisoft has been renowned for: highly connected games that shit themselves whenever your Internet connection drops or the Ubisoft servers have a conniption. This particular error was coming from their end however as I was able to Google search and Steam chat with all my friends whilst it was deciding what to do and then when it timed out it said I could keep playing anyway. Now I’m not a professional coder but I definitely know that if you have a mechanism for allowing players to keep playing offline you can certainly do that check in the background without putting this prompt up in front of them. This is on top of the fact that even the Steam copies of the game come bundled with Ubisofts Uplay social gaming network thing which is just as bad as any game that bundles Games for Windows Live in the same fashion. Seriously just stop doing it guys, the “rewards” you offer us for playing your games aren’t worth the precious seconds we have to waste clicking past your crappy social networks.
Far Cry 3’s story is somewhat confused in its execution, starting off strong with Jason being a bewildered upper-middle class boy stuck in a woeful situation to this kind of fever dream sequence where its hard to understand whats real and what’s not. It’s not in a good way either as there are many sections where these dream sequences seem to happen only as a way to gloss over how things actually happened in that situation (the final knife fight being a great example of this). I’ll admit that one interpretation of this could very well be some kind of Fight Club-esque idea but in reality it seems more like there were many great disparate ideas that are linked together in really tenuous ways and just ends up feeling like a jumbled mess. At least the ending didn’t scream sequel, which would’ve had this review being a lot more ALL CAPS ragey.
Far Cry 3 is a beautiful game that pays homage to its roots, making up for the mistakes of the sequel in spades. Open world games aren’t usually my forte but I definitely enjoyed the majority of my time with it and this soared to new heights once my character achieved that broken state where I felt like I was invincible. There are still some niggling issues however with the pointless side quests, half baked stealth system and a story that does more to confuse than anything else. All that being said however it’s still a pretty good game, one that deserves much of the praise that’s been leveled at it and for those who love titles like Grand Theft Auto et. al. I’m sure there’s a lot for you to love in Far Cry 3.
Far Cry 3 is available on PC, Xbox360 and PS3 right now for $69.99, $68 and $68 respectively. Game was played on the PC on the Survivalist difficulty setting with 14 hours total play time and 60% of the achievements unlocked.