Far Cry 5 review in progress

Having been supplied code for Far Cry 5 late, I haven’t yet had time to play enough to write the full Wot I Think, but since it’s out today, I thought I’d give you a whiff of its flavour so far. (tl;dr: It’s mostly pine needles and burning flesh.)

After 9 hours and 15 minutes of Far Cry 5, I’ve killed 912 enemies. That’s 1.6 kills a minute, including cutscenes and wandering plains, forests and mountains of Hope County, Montana. It even includes a spot of salmon fishing. There is a lot of killing in Far Cry 5, which is a game that does not like to leave you alone for a goddamned minute.

Thinking back to it, Far Cry Primal was also busy. I’d forgotten about all the shouting that echoed through its forests, all arboreal paradise ruined by bellowing, and all the bodies. The death count was high, but cavemen don’t drive cars and trucks and quad bikes and helicopters and aeroplanes, and they aren’t armed with rifles and handguns and rocket launchers and bows and shotguns. The point is, when you’re trying to get from A to B in Hope County, everything is always trying to kill you and has effective means of doing so, and that usually results in you having to try to kill it first.

For one journey I’d accidentally got into the passenger seat of a car so my AI buddy, angry hunter Jess Black, got in to drive and automatically started heading to my waypoint. That was great, until she demonstrated the effects of entirely ignoring the constant parade of homicidal traffic that travels down every road. We didn’t get far. Not long afterwards, a plane started hunting me down, which was when it became a bad idea to drive a large and explosive target. The plane enforced a good deal of fast-travel just so I could actually get to mission locations.

But it’s also part of a system that I like, and one of the few properly new things in Far Cry 5. Each of its three regions has a Resistance Points meter, and they fill up as you piss off the region’s boss by completing missions and doing things like saving hostages and destroying high-value targets. As the bar fills, you begin attracting more and more attention. It means that as you start to pacify the map by capturing forts and other locations, you get attacked less but the challenge rises.

The planes, though, can be a headache. But, of course, I can deal with them. I can shoot them with my rocket launcher or, better, call in my buddy Nick Rye, who pilots a seaplane. He will fly around above me and fight off any unfriendly planes, and he’s also great for bombing and strafing targets I call for him. Watching enemies in a fort run for cover as he roars overhead is Far Cry 5 at its best, when its tangle of systems start pulling in the same big, dramatic and visible direction.

A lot of the rest of the time, playing Far Cry 5 is a scrappy and stop-start experience, mostly because of the emergent, dynamic things that happen at you: the little hostage situations which seem important at the start of the game and which you’re entirely desensitised to a couple of hours later; the van that drives past that you can capture and drive back to the region’s resistance; the cult patrols who attack you. At best they tend to distract, delay and disorient, but now I ignore or avoid them, often by fast-travelling. And that pulls me out of admiring and enjoying the beauty of the world.

Happily, though, I attest to not experiencing any major bugs so far. It keeps disconnecting from Ubisoft’s servers, though, and it was a pain in the ass to party up with Graham to play coop. But while I’ve seen some footage of weird teleporting enemies and other weirdnesses, I haven’t experienced much beyond an NPC hovering two foot above a quad bike and a mission-critical hostage who wouldn’t be freed until I reloaded the game.

And fortunately, I’ve enjoyed pretty much every gun battle. Far Cry 5’s gunplay is the tightest yet. I never really got to grips with the feel of 3 and 4, which to me felt just a little imprecise, from aiming to hit feedback. But 5 takes the smoothness of movement from Primal and adds a slice of Clancy precision, at least once you’ve added red dot sights and relevant perks to tighten spray. Favourite gun so far? An MS16 Trooper with tactical scope and silencer, firing single shots. And the bow? The bow is the same as ever, which is exactly what I wanted, really.

The weapons provide a toolset for combat which, nearly a 1000 enemies later, still feels good. Cult baddies immediately crumple on clean headshots, there’s a subtle ‘thwack’ sound as bullets impact distant targets that makes them feel physical. In return, they hit hard and there are billions of them, so fights feel tense, rewarding stealthy and careful play, but not so much that going extremely loud isn’t also fun.

The constant, nagging doubt, though, is that all this violence means nothing. In Far Cry 4 it was in the service of stupid fun. 3 had something to say about foreigners coming to exercise and impose violence in other countries’ conflicts. In 2, violence was nasty and dirty and desperate. Here, I have no idea, and that’s despite a deeply political setting at a deeply politically sensitive time, circling issues of gun rights and libertarianism and so far positing them as vital assets for resistance against the rise of an evil cult. But 5 also wants to be fun, so everyone’s a heavily drawn archetype, there’s a nutjob Republican running for senator, and you can recruit a bear to be your buddy. There are even zombies, drugged up cultists so far gone that after you’ve downed them they get up again.

This is my main issue so far with Far Cry 5: that it seems unwilling to court controversy by saying something about its theme while using the smell of it to attract attention. It’s a game about freedom that’s set in a part of America that’s at least perceived to be Trump’s heartland. That really should mean something, whatever side it goes down. Let’s see what happens later in the game, but right now it seems to be doing all it can to avoid having any kind of opinion at all.

68 Comments

  1. PanFaceSpoonFeet says:

    Y’see… If far cry did try to make a political statement it’d be slaughtered for it.
    I like far cry for the gameplay. I can take or leave the story..

    • Nickburger says:

      Have you ever read 1984 or Animal Farm? One subtle theme in both this books is that politics is about who has power and there is no such thing as a statement that is not political. “Not political” effectively means in favor whoever currently has power.

      • Nickburger says:

        *those

      • ResonanceCascade says:

        I mean, there’s a pretty clear difference between a game being overtly political in the sense of drawing direct attention to a current political issue, movement, or party, and a piece of escapism that is “inherently political” just for existing.

        Contrast, say, the latest Doom game to the latest Wolfenstein game. I’m sure you could do an academic political reading of Doom 2016, or make an argument for how it props up the status quo — and that might make for a fun blog post — but I don’t think anyone would, in their heart of hearts, really buy into it.

        The premise of Far Cry 5 invites some obvious political readings, but the game does very little with it (so far in my playthrough, anyway) which puts it in a weird middle spot.

        • Hao-Sen Lin says:

          This is an issue I have with almost all of Ubisoft’s games in recent years, it feels like they pick a thematic direction, walk along it 20% of the way and then stop and do nothing further with it, rinse and repeat several times until the story is a jumbled mess of half-baked pseudo-political themes.

          • A Gentleman and a Taffer says:

            Recently been playing The Division, and yes, this, 100% this. You’re paratrooped in to a post-catastrophe New York to reinstate the status quo (I think characters literally state that, as well) and….yeah. That’s it. That’s motivating enough, apparently. God knows why. Apparently it’s worth murdering thousands and thousands of people to retain. Just leave em to it! Or, you know, parachute in some supplies instead so people stop fighting each other over scraps.

            #Videogames

      • Archonsod says:

        ‘“Not political” effectively means in favor whoever currently has power.’

        If you’re taking that view though then the game is presumably a statement in favour of the status quo, in which case the criticism becomes more about the ideology than the game as such, which is something of a fraught topic when it comes to a review.

        • lordcooper says:

          TIL my spaghetti favours the Tories.

          • Raoul Duke says:

            Check who makes it, and who owns them, and which political parties they support directly or indirectly. I bet your spaghetti does support the Tories.

          • khamul says:

            My alphabeti spaghetti spelt “Brexit”.

            It wasn’t clear about whether it was pro or anti, though.

      • batraz says:

        That’s what my parents use to say back in the 60’s. What a sweet song right ? It’s so simple even a moron could understand ; it implies you don’t even have to lift a finger to be a righteous citizen. Schoolyard politics buddy.

    • OscarWilde1854 says:

      Same… I find myself skipping 90% of the conversation because I barely care at all about the “struggle” they’re so concerned about.

      I mean… not far in at all you can start stealing planes. But you can’t escape? And go get the national guard? Go get the military? Go get 1000s of police? A cult has TAKEN OVER an entire county, but no help comes because they’re “jamming signals”. I can see the horizon, but I can’t fly to it. That pretty much destroys the story for me.

      So beyond that, I just want great gameplay and so far I’m ecstatic about the result. I’m sure it will feel a bit grindy later, cleaning up all the leftovers. But at the moment it all feels great. Nothing really beats cleaning out an outpost from a mile away with a suppressed .50 cal sniper rifle without them even knowing where the bullets are coming from!

    • lordcooper says:

      For real. Intentionally pissing off and alienating about half your potential customers isn’t a smart business decision.

      If they sided with the left it’d stir up the hordes of horrible gamergate types and the internet hate machine would start to rumble, if they sided with the right they’d get crucified by the gaming press.

      • gunny1993 says:

        I mean they could be thoughtful and present an interesting analysis on the intricacies of both positions.

        But that’s probably beyond the people who write for ubisoft …. and most of the people who play the games.

    • Tomo says:

      Yeah, gotta say I agree.

      I recall the furore surrounding FC3 with the middle-class whiteys and the ‘locals’. Not surprised FC5 shies away from a risky narrative.

  2. Premium User Badge

    Grizzly says:

    Hmm, it does seem like a bit of the good ol’ formualic far cry that I don’t particularly enjoy, whilst I adored Blood Dragon and Primal, so I’ll probably wait untill they release an expandalo…

    and you can recruit a bear to be your buddy.

    … Hold that thought.

  3. Slinkusss says:

    Well it IS a Ubisoft game, they’re NOT known for deep plots that take a stance on something and ask the audience to think. They ARE known for casting as wide a net as they can to sell as many units as they can which is why… vanilla.

    Far Cry 2 forever!

  4. Joriath says:

    The plane enforced a good deal of fast-travel just so I could actually get to mission locations.

    Trying not to be overly dubious but you felt you needed to deliberately skip what I imagine to be a significant part of the game – travelling the game world, experiencing the semi-random encounters, etc. – because of a game mechanic, yet the lack of thematic opinion stands out the most? The thematic silence must be resonating within those invisible in-game boundaries, because the fact you felt compelled to fast travel to avoid ‘scrappy’ encounters was off-putting enough for me.

    • Premium User Badge

      DuncUK says:

      Honestly, the lack of fast-travel was part of what made Far Cry 2 good. It did have a (completely incongruous) bus network that let you teleport between bus stations, but all this did was give you a way to shortcut parts of your journey. Planning my route to mission locations was part of the fun… did I drive all the way and go offroad around checkpoints, did I go completely offroad and risk getting stuck up a mountain? What about driving to the nearest river and taking a boat. Could I use a bus to cut the journey down or did this actually make things more hazardous?

      The respawning checkpoints were annoying but Far Cry 3 completely overfixed that problem in making them permanently conquerable… and it made journeying to your destination all the more hazardous and enjoyable.

  5. Premium User Badge

    Aerothorn says:

    ” The point is, when you’re trying to get from A to B in Hope County, everything is always trying to kill you and has effective means of doing so, and that usually results in you having to try to kill it first.”

    This is downright bizarre, because this was the fatal flaw of Far Cry 2 all those years ago – an otherwise brilliant game so loaded with terrible random encounters that many people, myself included, abandoned it long before the end (and I tried, oh, I tried).

    (If there is a mod to stop checkpoint respawning please let me know)

    • arienette says:

      I too would love that mod, but let’s not forget Far Cry 2 actually had huge amounts of nothing but you by yourself.

      I loved it for that, but it also also seems very different to that described above.

    • JohnGreenArt says:

      “an otherwise brilliant game so loaded with terrible random encounters”

      Wasn’t the problem more that enemy locations would respawn about 30 seconds after clearing them? I don’t really recall random encounters outside of driving past enemy cars, and then having to engage or outrun them, but that’s not something unique to Far Cry 2. The instant enemy respawning was really annoying, though.

      • Premium User Badge

        DuncUK says:

        I played FC2 some time after release and loved it… the checkpoint respawn was a bit erratic but I did experience driving back passed a checkpoint t I’d cleared out minutes ago and find it still empty. However those experiences were the exception rather than the rule.

        The real fun for me was figuring out how to avoid combat. One such way was to use river transport instead, enemies were generally too far away to be able to get a shot in. Also offroading was a very viable tactic and it was possible to drive up over the mountains and hills. Some of the checkpoints were at chokepoints however, where there was no option but to drive straight through the middle… even if you made it through unscathed, they’d often jump into a jeep and give chase. I can see why many people found those annoying but for me it was part of the game. The area of Africa you were in was hostile, unforgiving and everyone wanted to kill you… you couldn’t fix that no matter how many people you shot. As I said above, I think Far Cry 3 completely overfixed the problem and turned a gritty and dark game into a crappy 80s action film.

    • Premium User Badge

      alison says:

      I played through Far Cry 2 a couple years ago with Dylan’s Realism mod and the checkpoints didn’t bother me too much. I’m not sure how it is in the vanilla game since I never played it, but with this mod it’s definitely possible to sneak past pretty much every checkpoint in the game. I found it most efficient to only use vehicles sparingly, spending most of the game on foot or prone. Creeping through the elephant grass is absolutely nerve-racking, by far the best stealth experience I’ve ever had in gaming.

      The most disappointing thing about Far Cry 2 for me is not the checkpoints but the main missions, because it’s almost impossible to complete them without killing absolutely everyone you encounter. On the other hand, that kinda forces you to feel like even more of a dirtbag than the story already makes you feel like, so I guess mission accomplished, from a storytelling point of view.

      Man, what a great game.

    • jonahcutter says:

      If I remember correctly, the checkpoint respawn cannot be modded. But Dylan’s Mod lowers the probability the checkpoint guards will chase you, lowering the aggravation factor some.

      link to moddb.com

  6. Umberto Bongo says:

    Why does it even need an opinion? It’s a pretty fun game with a setting seldom seen which looks different enough to other games in the Far Cry series, which I’m guessing is why Ubisoft picked it.

    Stop trying to look for subtext where there isn’t any, or criticise the game for exploring issues that you expected it to raise but doesn’t, and enjoy doing quad bike drive bys and blowing things up instead.

    • Premium User Badge

      laiwm says:

      The issue isn’t that it needs to have an opinion, it’s that it acts like it has something to say but apparently doesn’t. I think Far Cry games should just focus on being fun, and I’m put off by these goofy action games feeling like they need to have a super grimdark plot and a bunch of shocking torture scenes. But on the other hand I wouldn’t mind the plot being dark and having some uncomfortable stuff in it if the story was told with confidence and had something to say. This weird middle ground makes it feel like someone decided to open an Se7en-themed laser tag arena.

      • BooleanBob says:

        Mm. It’s like a lot of recent games in that regard.

        I don’t mind games taking a stand or having something to say about today’s political or cultural climate, but saying nothing while cynically co-opting the language of the political moment (Aug Lives Matter et al) for the sake of securing publicity is a greater crime than serving up some uncritical escapism.

    • Seafoam says:

      Perhaps he does so because this is, in fact, a review?

    • Parovoz_NFF says:

      >Stop trying to look for subtext where there isn’t any

      Well, the publishers made a great effort to convince me that there IS subtext there.

  7. Raoul Duke says:

    This review in progress skips the key issue for me – are half the characters XTREEM RADICAL DOODZ who are also SUPER CRAZY MANIACS, or have they maanged to get some semblance of real humans going?

    I can’t handle another Far Cry 3 “Apocalypse Now: Monster Energy Drink Edition” experience in which white guys with dreadlocks waggle knives at me and give boring speeches about how nihilistic and k-razy they are.

    • Premium User Badge

      laiwm says:

      I watched a bit of a Waypoint stream of the game, and the characterisation and dialogue still seems to be going for “zany, but also horrifying”. Luckily a lot of it looks skippable or ignorable – cars can autodrive now so if you’ve got a particularly annoying character along for the ride you could just go on your phone for a bit.

  8. Sic says:

    According to the internets, FarCry5 sneaks this nice little package of malware/DRM onto your computer: (Steam) + (Uplay) + Denuvo + VMprotect + Irdeto Cloakware.

    Over my dead body, Ubisoft.

  9. zaphod6502 says:

    For the millions of Far Cry fans No 5 plays just fine. Just give me big explosions, great gunplay, and funny characters. I’ll leave the critical exposition to sites like RPS. ;)

  10. Chasdiel says:

    Was Trump in office when development started? I know the gun control BS didn’t become a hot topic again until that school shooting a month or two ago, so I’m wondering if either would have even been on the writer’s mind when FC5 was being made.

    • sub-program 32 says:

      It’s rather hard for gun control to not be on many american’s minds, increasingly so as shootings get more frequent. And this was just as much an issue two years ago, the only difference is that people are getting so fed up of nothing changing that they are getting much more noisy about it.

  11. simontifik says:

    It’s a shame the consensus is that Far Cry 5 doesn’t live up to the potential of its premise. Story wise it was always going to be a hard act to follow Wolfenstein II in terms of holding a mirror up to current US politics.

    • ResonanceCascade says:

      The plot isn’t any worse (or better) than 4’s so far. But mechanically the game is beyond rock solid. Best Far Cry game in this style yet. Well-honed stealth, great weapon feel/sounds, good vehicle dynamics, perfect co-op integration, etc. I am really enjoying it.

    • Tobberoth says:

      Far Cry 5 was never meant to hold up a mirror to current US politics, the game has been in development for a long time and Ubisoft couldn’t have predicted how “on the nose” it would become by the time of release. They have in all likelihood specifically tried to tone it down and I think it’s a bit unfortunate how much crap they are getting for that from various reviewers.

      • simontifik says:

        I don’t think it’s unfair of reviewers to expect more from this game. It’s the first time a Far Cry game has been set in a real place, the state of Montana. Seems they’ve gone for more of a GTA style parody then try to say anything about rural USA.

        • LennyLeonardo says:

          I’m confused as to why some people seem to think that a parody can’t say anything about the thing it’s parodying. Isn’t that exactly what parodies do?

          • simontifik says:

            That’s absolutely what good parodies do. I don’t think GTA is good parody though. I find it obnoxious and don’t want to spend anytime with their characters.

          • simontifik says:

            That’s absolutely what good parodies do. I don’t think GTA is good parody though.

  12. LennyLeonardo says:

    One of the reasons I really liked Primal was that you never once had to stop and get out of a truck just to shoot two other guys who were also stopping and getting out of a truck. I don’t think I can manage another 20 hours of needlessly stopping and getting out of trucks.

  13. instantcoffe says:

    But do you still need to craft your wallet with crocodiles skins?
    Can you make a coat out of possums?

    • Tobberoth says:

      Nah, you can craft explosives but you don’t craft bags and stuff anymore. Instead you unlock those things with perks, and you get perk points by completing challenges and you pick yourself which challenges you want to do.

      If you don’t want to hunt, Far Cry 5 doesn’t really force you to.

  14. Der Zeitgeist says:

    I’ve been playing this since yesterday, and while I had a lot of fun with it, the short article sums up the game’s problems pretty well.

    It’s just too damn busy. They built this huge, beautiful world, that invites you to go hiking in its forests, fishing on its lakes, enjoying the mountain air. But they ruin it by having it constantly interrupted by enemy encounters.

    If it isn’t the endless convoys of cult pickups along the roads (I destroyed countless of trucks so far, and killed hundreds of people riding in them, where do they get the manpower?) it’s the bullet sponge animals in the forests.

    Seriously, why do I have to empty a whole rifle magazine into a bear to bring it down? You constantly encounter “hunters” in the forests, but the funny thing is, it’s them who get hunted. I never saw a hunter actually catch any wildlife, because they always get eaten by bears or mountain lions after a minute or so.

    It’s just ridiculous, and totally breaks immersion and pulls you out of this beautiful open world.

    It could be easily fixed though, just by cutting the spawn rate by at least half, and also cutting some hit points from animals and certain enemy units.

    • Premium User Badge

      phuzz says:

      I’m hoping that by the time I get around to playing it, either Ubi will have reduced the spawn rates, or someone will have come up with a mod to fix it.

    • Marclev says:

      Yeah, it sounds like they’ve gone back to Far Cry 2 encounter mechanics, which was a brilliant game ruined by the fact that you couldn’t move for more than a few metres in any direction without being forced into combat.

      If it’s like that, then even though I’ve got a hankering for a good shooter, I’m going to stay well clear until it’s on sale, as I know it’s going to get too frustrating to actually finish it.

      • dripgrind says:

        Was Far Cry 2 this spawn-happy? I know people don’t like that it constantly spawns enemies at certain camps/checkpoints, but outside those, I remember its world being much less busy than Far Cry 5 and it being easier to stay out of combat. FC2 also didn’t have predatory wildlife so that reduced the level of mayhem.

        • Marclev says:

          I’ve not played Far Cry 5 yet, but you in 2couldn’t drive for more than a few metres without being chased by an enemy patrol. What I distinctly remember was that outside of the safe zone, everybody that saw you would immediately aggressively pursue you. This got especially annoying when you were just crusing down the river in a boat / raft, as you were unable to just soak up the ambience for any amount of time without someone taking a pot shot at you.

          It has of course been a long time, so my mind may be embellishing just how bad that actually was, but I distinctly remember getting frustrated by it.

          • dripgrind says:

            Oh yeah, maybe it’s the combination of respawning camps and aggressive chasing that was the problem. I think the solution I hit on in 2 is the same thing that works to avoid encounters in 5, which is to stay off the roads.

    • dripgrind says:

      It seems like the game needs a Director like Left 4 Dead had to control pacing. It’s great that it can sometimes spawn a bear and a cult patrol and a passing tanker and an innocent victim being forced to dig their grave all at once… but after the resulting mayhem is over and all the reinforcements are dead, it should dial the spawn rate down for a few minutes so you can head towards the mission you were planning on doing in relative peace.

      You’ve got to have quiet time between shootouts. The world they’ve made is enjoyable just to walk or drive through.

      Far Cry 4 had a bit of this over-spawning problem (I seem to remember that the resistance faction spent a stupid amount of its time screaming about and shooting at eagles; maybe because the AI could see them more easily than other animals and eagles were set as hostile by default?).

      But 5 is so busy it’s ludicrous (although travelling by boat seems more peaceful).

      The first time I saw two cultists “baptising” (drowning) a helpless citizen, across water so I was at the limit of the useful range of the basic rifle, it gave me an interesting dilemma. Could I shoot the cultists without hitting the hostage? Should I try to swim up underwater and get them? Find a boat?

      But now I’ve seen that same event spawn four or five times. They should have kept those sort of events so rare that you only see them a couple of times per play through, like in GTA and RDR.

      I also don’t like how citizens regularly get “killed” by chains of events you don’t even see, so the first you know of it is that there’s an icon showing how much time is left to revive them. You can either rush into a pitched battle you don’t necessarily want to fight, or just let them die.

      I wouldn’t be surprised to know that there’s a bug in how the spawning works, and they will patch it to be more reasonable. Either that, or maybe they’ve optimised the spawn rate to give YouTubers something to scream at constantly.

      • KenTWOu says:

        AFAIK Far Cry series uses some kind of AI Director since Far Cry 3, what you’re talking about is just the issue of balance, the thing is they fully embraced chaos and chaotic gameplay, calling the whole experience some kind of anecdote factory. I mean, your last point is closer to the truth.

        • dripgrind says:

          So after playing some more, I’ve found that the over-spawning only really happens when travelling along roads. If you are going cross-country or along a river or by air, things are less eventful. If you stay in one place on a road and deal with everything that comes at you, things will eventually calm down, until you start moving.

          So maybe there is a Director, and it’s a little too excited about making a road movie.

    • Der Zeitgeist says:

      It’s sad, really, because this is a very well designed game.

      All the core mechanics work great. Small quests, side missions, rescuing people, finding clues that lead you to secret “prepper stashes”, where you even have so solve some small puzzles.

      It’s a very rich and detailed world, that would be so much better if you had time to actually enjoy it and not get interrupted by constantly being chewed on by mountain lions or having to fight off the endless armies of cultists riding into town on their pickups.

  15. Captain Yesterday says:

    Armed militias have been around in America for quite a long time. If anything, they’re even more rambunctious when there’s a democrat (leftist) president. They’re always freaking out that someone might take their guns away, but they freak out even more when the democrats are in power.

    • RuySan says:

      Only in the US of A, the democrats could be perceived as a leftist party…

      • thetruegentleman says:

        That’s because the US has a population of over 300 million people, is over twice the size of (western) Europe, and has massively varied economy with different states depending on entirely different economic sectors. There’s very little in the way of local issues with national appeal.

        Thus, a political hardliner will inevitably run face first into a political wall, because their ideas inevitably benefit one sector at cost to the others.

        • Marclev says:

          So much this. People forget that the place is basically the size of a continent, and two states can be as different to another as the UK is to Albania, for example.

          * disclaimer: I’ve never been to Albania, I’m sure it’s a lovely place, just probably quite different the UK.

          • Tuidjy says:

            You’re wrong.

            I’ve been in the UK, and in Albania, and I’ve lived in the US for a quarter century. I’ve been in most states, and I spent years in each of Massachusetts, Washington, New York, South Carolina, Florida, Indiana and of course, California.

            US States are different from each other, but more like Belgium is different from France, or Italy from Switzerland.

            Yes, Massachusetts is very different from Alabama, but you can adapt in days, even without help from the locals. If you have lived your whole life in Great Britain, you’ll be lost in Albania.

            I’m originally from Bulgaria (a relatively close neighbor), I worked quite hard to prepare for my business stay in Albania, and it was still a uphill experience. And I hated every day of it.

  16. Sin Vega says:

    Does it have a 19 hour* unskippable tutorial? and another one 5 minutes later? And again and again until you delete the damn thing and only reinstall it when some hero mods all that garbage out?

    *possibly 23

  17. Hyena Grin says:

    I’m having a great time with it, but the game’s almost self-conscious need to throw action at you every ten seconds is undermining a really strong environment.

    One frustrating thing (and this might be location dependent), but even after liberating an area completely, the locals start ‘training’ so you still constantly hear gunfire disrupting the otherwise mostly peaceful countryside. I haven’t explored much since then, so maybe it was just around that area, but me and a friend ran into a few of these in a relatively small area. So you never quite get the serene mountain experience. I’d like to see fewer but more meaningful and intense encounters, not a constant barrage of small ones.

    The other thing is the enforced leash a co-op partner has on when they are a guest in your game. It’s surprisingly short, meaning that a co-op partner playing air support, for example, is basically off the table, especially with a plane. You end up respawning.

    It’s a very odd choice considering Ghost Recon, and I hope they dramatically extend the range at the very least.

    Lastly, the game has a bad habit of always putting the host in the driver seat after respawning the team, even if it was switched before. This meant I had to ride backseat in a mission I was excited about, because I like the planes, while my friend had to fly a hard mission even though he doesn’t like planes. Just no way around it. Annoying.

  18. Chaoslord AJ says:

    Sounds like Far Cry Primal. Huge but dense world with absurd amounts of people fighting lions and bears every other corner.
    How big is this cult exactly?
    Also I’d just ignore the filler content same as in AC:Origins halfway through.

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