Far Cry 4 im Test - Höhenrausch

Author: Petra Schmitz
Date: 2014-11-20 15:30:00
After our review of the PC version of Far Cry 4, we make an urgent travel recommendation for Kyrat. Reinhold Messner didn't have more fun in the Himalayas either.

An old porno, a maxi pad, a daring photo and a condom - these are the spoils of one of our last little looting. What on earth is this Kyrat just kind of land? What exactly is going wrong here? Apart from the matter of oppression, torture and murder? Well, exactly what went wrong on Rook Island: The ladies and gentlemen at Ubisoft let us only find (crazy) odds and ends in the many, many boxes in Far Cry 3 , and they only leave us in Far Cry 4 Find (crazy) odds and ends in the many, many boxes.

Instead of hiding something cool in a specimen that is particularly difficult to reach, such as a new weapon. Or something else useful. Something that is important in this Kyrat. Instead, we find nothing but junk made up of adolescent humor. But at least the local dealers (and, of course, cupboards again) spit out a lot of money for this junk. Then we'll use it to buy new weapons. Far Cry 4 has inherited what we consider to be the biggest weakness of its predecessor, but also all of its strengths.

Zoff thanks to war

Above all, it is the story that makes Far Cry 4, like its predecessor, a special experience. Everyone should know the start from trailers by now: The young Ajay Ghale travels to the small Himalayan state of Kyrat to scatter his mother's ashes between the mountains. But it doesn't work because Kyrat is a country shattered by civil war, where you can't just climb a hill in peace and dump an urn.

Especially not when the self-proclaimed King Pagan Min gets in your way. He not only has a weakness for crimes against fashion, but also for crimes against the Kyratic people. And because Ajay is not only a native Kyrater, but also has strong genes of freedom and justice, he joins the rebel movement "Golden Path", which has been against Pagan Min, his villain friends and the royal army for more than a decade Field moves. So far, however, comparatively unsuccessful. Which is, among other things, due to the fact that the Golden Path is divided internally.

The two rebel leaders Amita and Sabal have different plans for Kyrat. While Sabal wants to preserve tradition on deity, women's oppression and poverty come out, Amita is committed to progress and prosperity. The latter sounds great at first, only the young woman's methods cast doubt on her approach. Heroin trafficking? So one of the first questions Far Cry 4 asks us is: is information or lives more important? The answer is as clear as dumpling broth, of course human lives are more important! And that's why we just leave Amita with her big googly eyes and go into battle for Sabal.

Later, however, we had real doubts about our choice. A little later we don't know which of the two is the lesser evil. What at the beginning still looks like a black and white painting that is easy to interpret, soon turns into a gray blob. How good that there is still Pagan Min and his gang of rascals. Even if Min dresses in bright purple, he's clearly the bad guy. And also someone who is connected to us in a special way.

As usual from Ubisoft, we only get high quality items on our ears. The German team of musicians does an excellent job, Pagan Min, Amita, Sabal, Yogi and Reggie only become real characters through their speakers. At this point we want to emphasize the music. Rock, Indian pop music, marches or electro sounds always conjure up the right, often exciting, background sound.

When we fought our way through a heroin factory with Ajay and "Jogi" by Panjabi MC was playing in the background, we had to decide: dance or keep shooting? We decided to shoot and then listened to the song again without playing around.

Unsympathetic or Unsympathetic?

Decisions for or against one of the two rebel leaders are part of the mission structure of Far Cry 4. However, our fundamentally serious decisions do not have a huge influence on the course of the game. If Amita is our choice, we may have to take over a heroin factory instead of destroying it. Maybe in a later mission we will get a useful tip that will not allow us to be ambushed by the army, but that's about it.

We can also make new decisions on a case-by-case basis; Saving a few lives for Sabal does not mean that we are forever tied to the young man's route. That sounds like arbitrariness, but firstly, the game doesn't give us a choice too often, and secondly - as already indicated - it becomes more and more difficult to name a personal favorite.

We thought everywhere: Can't we just do this ourselves? Right after we thought: Hach, Ubisoft just has a knack for good characters and cutscenes. Only the end wonderfully shows the crux of the open world games that continue when the story is done. The game simply owes us a clever answer to the question of what consequences our actions and decisions (in the end there are two) have on the future of Kyrat. That makes the otherwise great plot mildly mad at the end.

Amita and Sabal are not our only clients: Partly mandatory, partly optional, we also hang around Kyrat for the mad arms dealer Longinus and the no less mad junkies Yogi and Reggie. By the way, Yogi and Reggie are our secret favorites. They are so cunning in a sympathetic way that you can't be angry with them for long, even if Ajay tries to do so at least on our behalf. Even the fact that they pump us full of drugs and accuse us of wild animals and trigger-happy spinners in an arena doesn't stop us from visiting them again and again.

Those familiar with the predecessor can also look forward to seeing an old friend again. It takes us to the icy heights of the Himalayas. Stupidly by means of a loading screen. We are not even allowed to travel to the eight-thousanders, not even with the new vehicle, the gyrocopter. The device only flies to a certain height, simply switches itself off after a bit of warning beeps and flashes and then sinks again automatically.

The formula

Most of the time we hang around in the lovely autumn landscape of Kyrat to climb up (now partially guarded) towers or take enemy camps using the old Ubisoft formula. As usual, it goes smoothly, Far Cry 4 plays just as fluid and varied as its predecessor. The latter, of course, only if we like it that way, we are still allowed to take all camps according to our favorite scheme F or experiment with explosives or different weapons.

In between, among other things, we rescue individual kyraters in so-called karma events, which firstly gives us better prices for ammunition and secondly ensures that we can hire better and better rent rebels for taking enemy camps. The rent rebels are actually a cool thing, at least for the people who cough up stealth. Because once one of these NPC buddies dances through the camp with a gun at the ready, stylish sneaking is over.

All available alarms are triggered in no time, and if you are unlucky you end up not only having to deal with two carloads of new opponents, but also with a combat helicopter. Good for those who then have a rocket launcher ready. The helicopters are a peculiarity of the northern Kyrat, where the clearly stronger enemies hang around. However, even in the south you have to expect that you will be taken under mortar fire across the board.

When we're not climbing towers and cracking camps, we hunt animals, sometimes as a small side mission, sometimes to spice up our carrying devices. Or we pick flowers to make syringes. So everything as usual. However, we thank the god of comfort functions that healing syringes now occur automatically as soon as we have collected enough green plants. By the way, Ubisoft has made the menus a little more comfortable compared to Far Cry 3. You can no longer tell so clearly that the game was also developed for consoles. Stupid: There is still only one save. Good: The automatic checkpoints are usually pleasantly close to one another.

Collecting is a good keyword. Of course, we also collect a wolf on other things: propaganda posters, masks of a serial killer, letters, diaries. If you don't feel like this kind of stuff, you can concentrate on taking outposts, towers and on the main and large side missions. There is always enough coal for new weapons, attachments and bulletproof vests. All you have to do is clear out the boxes that are on the way and loot a few corpses.

Improvement in detail

In the big missions we deliriously escape a prison and the whole time we don't know whether we are only dreaming or are really threatened by an evil spirit, we fight our way with a white tiger through the mythical and picturesque Shangri-La, we save in a terrific stealth mission four hostages from certain torture death and then also steal the camp boss, we defeat a demon with a bow and arrow, we follow a flying Cessna in a wingsuit.

The variety offered in the missions (locations, demands, sneaking, shooting) makes us forget again and again how repetitive the action is otherwise in large parts. Even if Ubisoft has made many improvements in detail. For example the guarded towers mentioned above. Or the automatically created healing injections. Or the gyrocopter, which, despite its fear of heights, takes us over the map much faster than any car could. Contrary to initial fears, the thing can also be controlled with a mouse and keyboard without any problems, even if changes of direction are as smooth as with an analog stick. Serious survival tip: If the thing is not quite straight, then you should be a little careful when getting out. The rotor, which rotates for a relatively long time, has shredded us into nirvana several times. Ouch!

Speaking of cars, there are three nice innovations to be booked. First, the practical navigation system: Once we have marked a destination, the minimap now shows us the fastest route to it. Large-scale procedures or constant glances at the large map are a thing of the past. Second, the switchable autopilot, which is always useful when we want to kill someone from the moving car. Our car remains stable on the road even if we shoot out the back window.

Third, the radio presenter. In its dirty anarcho style, it's almost always great. The only downer: there aren't too many variations. If you ignore the main missions for a long time, your small programs will repeat themselves quite quickly. The man likes to refer to current events in Kyrat and is happy, for example, to have a medium-sized hole in the stomach when we have occupied more than half of the towers. This time they not only serve to reveal the map, but are part of Pagan Min's propaganda network in the plot. And the fewer the Pagan Towers there are, the more listeners the pirate channel "Free Kyrat" wins.

The fact that we can now not only release animals from their cages, but also lure them with bait meat and let them fight for us, is a great thing, after all, the critters are a great distraction from particularly attentive guards, and we can often unmolested the annoying alarms in the camps deactivate. Elephant rides with many enemies in front of the trunk give the action sequences additional spice, but the pachyderms are almost too powerful for our taste. Even after several minutes of bombardment, they didn't tip over.

Movement between the mountains

Kyrat! In the end, the small state is the secret star of the game. After we have seen enough of palm trees and South Sea islands in several other titles, Far Cry 4 delights us with its autumnal valleys, repetitive set pieces and a flora that seems quite planned at least from the air. Colorful trees sway in the vortices of our gyrocopter. Rhinos and elephants trot across opium fields. Streams rush down the slopes. A huge temple complex adorns a rock wall. Far Cry 4 looks beautiful on the PC with graphics settings on Ultra. We are particularly impressed by the morning hours, when the colors are not yet so pop thanks to the fog. A shame: There are also objects popping up or popping away on the PC, in particular the towers charge significantly even with a Gefore GTX 780 Ti on Ultra.

Because Kyrat is between eight-thousanders, the small state is constantly up and down. Many slopes cannot be climbed everywhere, but have to be circled to a pass road. Often we also find devices on which we can use our new rope hook to shorten climb up or down.

The topography, which is sometimes difficult to take, also gives the developers space for nice level design gimmicks. Some mountains can be climbed through a cave system. In many a boring-looking gorge there is a flower carpet for injection junkies. To get to the magically beautiful Shangri-La, we always have to find a well-hidden scroll first. The further north we go, the rougher the landscape becomes. And yes, we get a little snow under our feet outside of the Himalayan missions.