Far Cry 4 - Analysis

Author: Juan García
Date: 2020-07-30 23:29:52
Before we start with the analysis of Far Cry 4, we have thought about it. They are being a somewhat rare pre-Christmas period, with more disappointments than pleasant surprises with this year's releases. It seems that a climate of susceptibility has settled in our hearts, with the old Scrooge or the Grinch gripping our feelings. Well, one of the contributors to that playable feeling of boredom, Ubisoft, arrives to give us back the illusion with a title that we expected, but not as good as it has turned out to be. Welcome Far Cry 4.

It didn't convince us as much as it should because, to a certain extent, it seemed that we were going to find a copy of the excellent Far Cry 3, only satisfying those who were more mountain than beach. Even its graphic section seemed continuous when we played it not too long ago in an exclusive event. However, we are proud to say that we were wrong, and that this time the bad omens have not been fulfilled. Far Cry 4 is different, fun, gigantic, full of details, visually surprising and so round that the elongated shadow of the bugs does not appear in a flash through the doorway. In short, one of the most interesting trips this season. We go straight to the Himalayas, in the company of Ajay Ghale.

The differences between the last two installments of this series begin from the first moment, with the plot proposal, much more elaborated on this occasion. If the central theme of Far Cry 3 was madness, now is the weight of our decisions . This implies that the developer must get involved in the story that is told so that it matters to choose one path or another. This time we play a kind of prodigal son, who returns to the country where he was born with the intention of fulfilling his mother's last wishes, but who ends up up to his neck in a full-blown revolution. The decisions come from having to choose between the two factions of the Golden Path, the revolutionary army, which continually pose opposite situations in which we have to choose, as the son of the former leader of the revolt.

The consequences of our decision affect further development and make the leader of the army whom we have chosen to help, until another mission of choice appears. This increases the replayability of Far Cry 4 and also makes us get more and more into a story that is both fact and character. And it is that as it happened with Far Cry 3, the secondary gallery is important and very well drawn. They range from the peculiar Pagan Min (which hides more secrets than it seems) to Chiffon, the crazy tailor, Hurk or any of the rest of the secondary. All of them have a unique and defined personality, and they have enough lines of dialogue to know how to stay in the memory, although sometimes they are somewhat tiresome. Sometimes it happens that Ubisoft tries so much to curl the loop with conversations that it ends up being absurd or irrelevant, making us wish that the conversation ends to start shooting and driving vehicles. This is the biggest scourge in the Far Cry 4 narrative, which also spans 32 main missions , with a multitude of secondary tasks and accessory objectives. Finishing the campaign without being distracted can take more than 13 hours. Doing everything in the game will take over 30, being stingy , but even with those we will not have seen everything, since there are several endings depending on our decisions (we confess, we have not seen all).

This is a blessed insanity so packed with content that it seems bigger than it is . Don't forget that Far Cry 4's terrain extent is similar to that of the previous iteration in the series. However the density of events and the magnitude and beauty of the scenarios makes it seem much, much higher. Almost every step we will find something to lose ourselves in until we forget the main tasks we were doing. It could be helping the rebels, finding a lost treasure chest, rescuing a group of hostages, scrutinizing a new location that we just rescued, trying to hunt down some wild animal (and boy are their 'fuckers' wild) ... And that's not counting the 'necessary' side missions such as taking over the radio stations, which reveal a portion of the map, or the enemy-controlled outposts, which allow us to get a quick travel point to move to. without delay. During our analysis it was really difficult for us to focus on finishing the story , usually ending our inquiries with detours here to get some unnecessary task ... What we needed to do.

Perhaps that is what Far Cry 4 does best, making the flow of events so constant that at no time does it appear that we are forced to do something by the nose (they can be secondary while we are on a main mission), and without feeling that we are repeating the same playable scheme over and over, one of the sins of Far Cry 3 as we progressed through the campaign.