WINGSUIT.
The engine seems efficiently optimised, haven't had any crashes (so far), and the game looks very nice, even on less than maximum settings.
Impressive sound architecture. Particularly noticable when you're spelunking in a cave after some musty statue and a skirmish begins above.
The vehicles handle nicely, with character. Unlike
Far Cry 2 where everything was a brick. Not that I've been using vehicles much, though.
The firearm mechanics are fine, they don't employ that deplorable every-bullet-you-fire-goes-in-a-cone mechanic, they sound satisfyingly ballistic, they kill things, there's a reasonably varied selection. Well placed shots put most opponents down quickly, unless they're a tiger. Tigers are best tackled with explosives.
The compound bow is the best weapon in the game (after the flamethrower), and, once you become used to its quirks, a lot of fun. By virtue of its respect for gravity and flight time (though not wind speed/direction ?), it becomes wonderfully cathartic to reliably put an arrow through a pirate at 100+ metres. Also, they come in incendiary and explosive flavours.
The fast travel system is quite good. You unlock more destinations with each outpost conquered. That said, I rarely make use of it, as it involves skipping all sorts of emergent bollocks that is, mostly, very entertaining. Mostly involving tigers.
The animal AI is rather good. Tigers and leopards are sneaky fucking bastards. Komodo dragons are persistent fucking bastards. Packs of rabid dogs are irritating fucking bastards. Cassowaries are terrifying fucking bastards. Sharks, crocodiles and giant squid make every foray into the water a unique and wholesome experience. Being ambushed <strike>at all</strike> while you reconnoitre a base is great fun, and a reminder of why all the (now extinct and barely remembered) tourists found the islands so captivating.
Mostly decent voice acting.
Fire propagation. It's back, and it's just as <strike>dangerous</strike> much fun as it was in
Far Cry 2. While rainforests and jungles aren't quite as flammable as parched African savannah, it's still easy to thoroughly encircle an enemy camp before announcing yourself (or not).
The main missions have been entertaining, so far. Though, I confess, I haven't been focusing on them. Mostly I've been exploring, drowning, getting Jason's legs chewed off by crocodiles, and collecting relics/letters/memory cards (because they give you shiny new weapons).
You can purchase maps, which is a nice concession to the OCD amongst us. Finding
all the gubbins would take a very long time without them.
Some not so fantastic stuff, naturally, in no particular order :
The . . . plot, such as it is, is the usual puerile, boilerplate power fantasy. Maybe. With, depending upon how much one indulges in <strike>OVER THINKING</strike> basic observation, a fairly heavy handed attack on the player, rather than the player character. YOU ENJOYED BRUTALLY MURDERING THOSE PIRATES IN NUMEROUS HEINOUS WAYS, DIDN'T YOU, DON'T DENY IT. YOU MONSTER. AND STOP MASTURBATING.
Or, perhaps it's the other way around and the NPCs are responding in a reasonable manner to the protagonist going completely bugfuck.
Nevermind that your only options in this game are, naturally : <strike>commit war atrocities</strike> genocide the universally hostile pirates/tigers/marmosets et al, or stop playing. Much like
Spec Ops - The Line. Very
War Games.
Or, it could be a metaphor for neocolonialism.
Or, it could just be stupid.
Vaas is probably the most well realised (also, arguably, the most developed) character in the game (so far). It's almost a shame to kill him, really. Much more interesting than the player avatar,
Jason Brody - who transitions from conspicuously privileged, (rightfully) terrified post university world traveller to hyper competent man (and beast) shooter (and stabber) from the moment you pick up your first gun and dispense with conscience and remorse. It's midly jarring, to say the least.
Stealth is really easy. You hide in shrubs, you throw rocks to distract people/convince them to look away, then you sneak past, sneak up and stab them etc. Or, occasionally, they spot you from 300 metres and then everyone in the area rushes you. No middle ground with telepathic pirates.
The side quests are your standard murderous gopher fare - go there, kill a thing, go somewhere else, find a thing, bring it back, receive some cash and experience (both of which are trivial to earn through the usual run around and kill/loot things approach). Also, various time trial/checkpoint races, timed shooting galleries. Even poker. After trying a few, I decided against bothering with the rest. Suffered one, suffered them all.
The human AI isn't amazing, most patrols (though they are quite frequent before you neutralise the closest outpost - which do not respawn) consist of two on foot or two in a vehicle, and they're easily foiled by such complicated techniques as : throw a rock and approach (and eviscerate) them while they investigate it/shoot them in the face with a rifle from 500 metres/set them (and all the plants within 100 metres) on fire/lure them into the path of the numerous predatory (oportunistic and often, extremely tenacious) creatures/place a mine/C4 in their path, to mention just five.
It might just be me, but each time you topple an outpost and your (always late) cavalry of militant natives arrives, and they stand around posturing, taking credit for your work, and suggesting that you consider doing something real, something challenging, something helpful (and check out the bulletin board), I want to kill them. Alas, they are allies. I AM A BETTER YOU THAN YOU BECAUSE I DO THINGS WHEREAS YOU PRETEND TO DO THE THINGS THAT I HAVE DONE. Very
Dancing with Wolves/
The Last Samurai/
Avatar.
Or, perhaps they're just cunningly exploiting his desire to find/save his friends/avenge his dead brother. :onionsallthewaydown:
What is it with games and static worlds where only the protagonist ever does anything (while the NPCs mostly act only when you're not there/looking) ? It's grating.
The skill system. Setting aside my distaste for the <strike>tattoo</strike> tatau aesthetic (would have preferred something inspired by traditional pacific islander styles to the modern 'tribal' tripe), access to the skills is tied to completion of main missions. I suspect this means that by the time one can purchase the most advanced options, there won't be much of the game left, aside from aimless post game wandering. Hopefully a newgame+ mode will be modded in, at some point.
Certain weapon mods, particularly the 'optical scopes' for assault rifles were almost impossible for me to use with any accuracy, due to the reticle being blindingly bright, and obscuring targets.
Superior nocturnal illumination. Ha. I was unable to fix this, despite tinkering extensively with the settings. On the subject of weapon modification, the entire first tier of weapons offers no such options. No idea why. Would have enjoyed a 'tactilol'd' AK.
Quick time events.
The UI is fond of popping up to ask you why you haven't moved on to the next mission/objective yet, every few minutes, without fail. Can't be toggled, far as I can tell. Odd choice for a predominantly open world game. Reminds me of the character of Fiona from
Mercenaries 2 - World in Flames, in text form. Fiona, for the mercifully ignorant, would badger the player incessantly with her irritatingly chipper faux Australian accent every minute or so to inform you for the fifteenth time about how the bridge you just levelled (also for the fifteenth time) was named for a local general, or to ask if you were lost. So, not quite as bad, but still fairly awful.
Checkpoint saving only.
UN-SKIPPABLE BLOODY CUTSCENES.
Cutscene idiocy, in numerous flavours. Gods.
Often recycled first-aid animations. I once fell from a cliff (and almost died) and reset my thumb, then later, was shot (almost died), and reset my thumb, still later, a grenade landed nearby, spraying me with shrapnel (almost died), and I reset my thumb. Also, the mystery of the invisible bandages upon invisible bandages upon invisible bandages.
Unforgiving falling damage. You can die from falling three metres. Yes, I know you can die from falling (just so) three metres in meatspace, BUT THIS IS A GAME.
Uplay. Which can be gated through Steam. Which can, in turn, be gated through Origin. Hilarious.
Crafting. Apparently you can only make a larger wallet out of dingos (it may have been komodo dragons, or vultures, the point endures). Who knew ! I realise it's to encourage exploration, but it's fucking tedious, nonetheless. I have six deer skins in my pocket, but that more spacious quiver I have my eye on will only deign to be formed from the finest bear pelts ? As Mussolini was known to sometimes say :
Pshaw.
You can only have two syringes mapped to hot keys at a time. It even has the image of a d-pad on the 'assign to slot' screen. The other two prongs are, inexplicably, reserved for the camera (which functions as binoculars and allows target marking) and for rocks (which, as mentioned, are for throwing). These two 'free' slots are also used for the aforementioned craftable specialty arrows. Blame consoles ?
Further, with the exception of the medical syringe, all other syringe effects are exclusive. No stacking at all. Clearly, augmenting one's lung capacity while enjoying the benefits of shark repellent is just too much to ask for.
The multiplayer (which I've yet to try)
appears to be a linear, 4 player co-op, scenario based affair. Quite the departure ! Not sure I'll bother, to be frank.
<strike>It might seem that</strike> I've whinged a fair bit, as usual. Despite my grievances of varying severity, I
am having a great deal of fun with this game, while recognising its flaws.
Might have further musings at some point, might not. Woo.