Saturday, 29 November 2014

Far Cry 4 Review – Liberate Kyrat While Riding an Elephant… So Much Win | COG



Badgers and tigers and bears, oh my! Far Cry is back and deadlier than ever on the latest generation of consoles. What this iteration may lack in new features, it absolutely makes up for with improved content and a beautiful world. Players are once again dropped into a hostile wilderness home to a war-torn mountain region, Kyrat. The antagonist, Pagan Min, leads the Royal Army while the player, Ajay Ghale, takes up arms with the Golden Path, freedom fighters trying to reclaim their homeland. In classic Far Cry style, players get the option to choose between two sides within the Golden Path to help decide their fate at the end of the game. Did I mention that this all takes place in the Himalayas? Strap yourself in, it’s going to be a bumpy ride.

Let’s get the complaints out of the way, because while they’re all valid Far Cry 4 is still exceptionally fun and a ferocious game regardless. The first big issue I encountered was the launch. Not only did it take my game an excruciatingly long time to download and install, but the multiplayer wasn’t working straight away either. It’s not just Ubisoft, several companies these days have gotten into the habit of being a disappointment at launch and as a consumer, this is upsetting. I want my product to work from the minute it’s installed and running.
- See more at: http://canadianonlinegamers.com/review/far-cry-4-review/#sthash.nyMEfYFu.dpuf
The other big complaint that a lot of people are making is that there wasn’t a ton of innovation. While this may be true, I think that Ubisoft made the right decision by playing it safe. They were developing this game for five different platforms and that’s no easy feat. I’m sure that when, or if, Far Cry 5 comes out, Ubisoft Montreal will have had plenty of time to figure out best practices for working on the new consoles and will have a lot more time to spend on implementing new features and mechanics. Honestly for the challenges they’ve faced, I think they did a hell of a job and am personally quite happy with what they’ve managed to turn out.
So what’s new? Well, you’ll have a new enemy to fight that actually mixes up the gameplay quite a bit. Hunters are now on the scene, a predatorial enemy that can not only see you when you’re hiding in brush but can call on nearby wildlife to come to their assistance. These guys also can’t be tagged permanently which throws a major wrench into taking over outposts without being detected. I would have liked to see them pop up a bit more in the actual campaign missions, but their addition to the universe is well received. As for taking outposts, players will likely find a much harder time of it this go around. Enemy and alarm positions have been reworked and the level design shines here. Many outposts can still be taken out from afar via sniper rifles or bows, but it’s going to be more difficult to do so without getting spotted or having reinforcements called in.
- See more at: http://canadianonlinegamers.com/review/far-cry-4-review/#sthash.nyMEfYFu.dpuf
The other big complaint that a lot of people are making is that there wasn’t a ton of innovation. While this may be true, I think that Ubisoft made the right decision by playing it safe. They were developing this game for five different platforms and that’s no easy feat. I’m sure that when, or if, Far Cry 5 comes out, Ubisoft Montreal will have had plenty of time to figure out best practices for working on the new consoles and will have a lot more time to spend on implementing new features and mechanics. Honestly for the challenges they’ve faced, I think they did a hell of a job and am personally quite happy with what they’ve managed to turn out.
So what’s new? Well, you’ll have a new enemy to fight that actually mixes up the gameplay quite a bit. Hunters are now on the scene, a predatorial enemy that can not only see you when you’re hiding in brush but can call on nearby wildlife to come to their assistance. These guys also can’t be tagged permanently which throws a major wrench into taking over outposts without being detected. I would have liked to see them pop up a bit more in the actual campaign missions, but their addition to the universe is well received. As for taking outposts, players will likely find a much harder time of it this go around. Enemy and alarm positions have been reworked and the level design shines here. Many outposts can still be taken out from afar via sniper rifles or bows, but it’s going to be more difficult to do so without getting spotted or having reinforcements called in.
- See more at: http://canadianonlinegamers.com/review/far-cry-4-review/#sthash.nyMEfYFu.dpuf

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