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Far Cry 3's campaign begins with a quote from Lewis Carrol's Alice In
Wonderland bleeding onto the screen, dark blobs morphing into letters
like ink spots forming a Rorschach on a handkerchief. As a curtain
raiser to the story the subtext here is effective, if hardly subtle:
this way madness lies.
But the reason behind this lunacy, and
you'll excuse me here for dipping into German philosophers, is summed up
perfectly by Nietzsche. "Whoever fights monsters should see to it that
in the process he does not become a monster. And when you look into the
abyss, the abyss also looks into you."
In Far Cry 3 you fight the
monstrous, lost and unhinged inhabitants of a tropical island, and
Nietzsche's famous quote applies as much to the mental state of the
game's protagonist as it does to every FPS fan's attraction to a form of
entertainment in which producing a mountainous pile of corpses is
essential to engagement, just as long as it doesn't get in the way of
anyone enjoying themselves.
Expressed this way, the player's attraction to Far Cry 3 - or any
other shooter for that matter - seems a little sociopathic, and it's to
Ubisoft's credit that it explores this appeal without becoming pious or
heavy-handed. Far Cry 3 simply tosses the player some guns, sets them
loose in an open-world environment and allows them to get on with the
business of killing things. Yet during all this free-form chaos the plot
tightens on both protagonist and player like a noose.
In a way,
it's a trap. Far Cry 3 isn't too different from a tonne of other video
games where players are faced with repetitive kill-or-be-killed hurdles
to progression, but it does more to chip away at the polite pact that
exists between gamers and violent games than any other title released
since Rockstar's snuff-film horror show Manhunt. The fact that it even
manages to do this while remaining fun throughout is something of a
massive coup for the genre.
The player's gateway into all of this
is a clean-cut American tourist named Jason Brody, who we see in an
opening montage having a wonderful time with his friends and family
members before the hiss of his captor reveals the full horror of his
predicament. Jason and his mates are in the clutches of a band of
pirates who are led by one Vaas Montenegro, a leering psychopath, who
plans to ransom them off for a big payday.
I'm
not going deep into spoiler territory to reveal that Jason escapes from
Vaas and his gang and takes to the island jungle for refuge, but the
less players know about the details of the plot going into Far Cry 3 the
better. Suffice to say that Jason (and by extension, the player)
quickly finds his daily activities changing from a desperate fight for
survival into an organised counter-strike against Vaas and the other
forces ranged against him.
By employing the well-worn structure of
open-world games, Jason turns to the island's downtrodden inhabitants
for help. This is a game about a giant map, one where war resources
masquerade as mini-quests and activities. There are radar towers players
can climb in mini-platform games to fill in the map and unlock weapons
from local arms dealers. There are enemy bases ripe for attack,
obtaining dole out fast-travel stations and bulletin board challenges in
the process. Between gunshots local flora and fauna can be gathered,
animal pelts crafted into holsters and bandoliers, and plants brewed
into narcotic cocktails that supply Jason with abilities such as
repelling wildlife, sprinting faster and holding his breath underwater
for longer. And, if you want to let off some steam, there are motorised
time trials or wave-based survival challenges to open up Jason's skill
trees.
The skill trees are divided along three categories and are
represented in the game as tattoos that appear on Jason's left forearm.
Every time the player fills up their XP bar through the usual means
(killing, exploring, scrounging, crafting and collecting) they're given a
point to assign to any number of skills such as aerial melee kills,
less weapon kickback, faster movement and bigger loot collection. So the
more the player engages with their environment the more Jason begins to
resemble a walking slaughterhouse.
Once again, this is hardly groundbreaking stuff mechanically
speaking, but it dovetails terrifically with the game's narrative. The
closest bedfellow the game has in terms of its story is Yager's homage
to Heart Of Darkness, Spec Ops: The Line. But whereas 2K's excursion to
Dubai presented violence as a soul-destroying activity, Far Cry 3 opines
that it's a necessary tool for survival in the harshest of
environments.
As the game progresses, Jason starts to relish in
his status as the ascendant alpha male, but he also becomes more and
more unhinged. His seemingly natural aptitude for death dealing garners
him respect, fear and even sexual interest from a couple of the island's
inhabitants, but his mental state starts to veer into borderline
hysteria - helped in no small part by the large number of natural
intoxicants he partakes in. The developers are careful not to condone
his behaviour, but they don't condemn it either. Instead, Ubisoft
presents him as a product of his environment and leaves it up to the
player to decide what they think of him.
Looming large over the
proceedings is Vaas Montenegro, arguably the best villain to emerge in
the gaming medium in recent memory. With his unblinking, serpent-like
eyes and silken, reedy voice, Vaas comes on like the illegitimate
offspring of Iago and Charles Taylor. Flamboyant, intelligent and
completely insane, Montenegro is as brutal as he is unpredictable. This
is a bloke who allows a captive to flee for sport while screaming
threats after them in one moment and casually shoots a helpless victim
in the face in another. He's the perfect foil for Jason, and by
extension the player, acting simultaneously as their nemesis and their
increasingly disturbing reflection.
This is a game where its
component mechanics are functional and entertaining, but all serve as a
chorus to accompany the melody of the game's massive, engaging world,
characters and context. With such a strong single-player mode in place,
then, it almost feels like nitpicking to highlight the aspects that hold
Far Cry 3 back. But there are some stealth missions in the story mode
where being spotted is an automatic fail - and this feels both annoying
and archaic, and while minor annoyances in the grand scheme of things
are certainly wholly aggravating at the time. Driving can also be a bit
fiddly.
Then,
of course, there must be multiplayer. It almost feels like chore to
talk about Far Cry 3's online modes, although they're competent enough.
In co-op players take on the role of one of four ne'er-do-wells and
fight their way through a plot that's engaging if hardly memorable. This
is a mode best tackled with friends as the developers don't penalise
too hard those players who act selfishly - in fact, to a degree,
competition is encouraged. Sure, there are in-mission objectives where
teamwork is required, but this isn’t in the league of say, Left 4 Dead,
where a desperate struggle for survival creates a sense of camaraderie
between strangers. Still, the customisable load-outs and ability to buff
comrades on the fly keep things interesting.
The adversarial multiplayer also has a couple of nice ideas.
Firestorm is decent deviation from the usual TDM and Dominations match
types; in it players have to set the starting point of the opposite team
on fire. They then have to fight for control of a communications link
they can use to dump gasoline on the opposing team, which, if they lose,
will call in a plane that douses their enemies' zone with water and the
mode resets. Players can also buff teammates in online fragfests using
a Battle Cry, which can provide speed-boosts, health augments or
increased accuracy (read: reduced kickback) on their weapons. So the
online modes are decent enough, but it's also doubtful that they'll rob
the Halo and CoD lobbies of any significant numbers.
Far Cry 3
shines in its campaign, which is more layered and compelling than any
game proffering a power trip through escapist ultraviolence has any
right to be. You could dismiss it all as offensive macho garbage, sure,
but you could also read it as a unblinking look at the primal appeal of
becoming capable at dishing out violence and how the confidence this
confers can both attract and repel others. It's the sort of impact that
could only be made by a video game, as in this medium neither
responsibility for one's actions nor risk to one's well-being are
realistic concerns. It's like disconnecting one's mind from reality;
nothing is real, everything is permitted and madness is the ultimate
get-out-of-jail-free card.
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