At the (high ?) risk of being uncharitable, it's your own fault for playing
CoD, really.
Further
FC4 thoughts :
The writing is, mercifully, better than
3's, but still <strike>typical of Ubisoft</strike> insipid and unengaging. I suspect that the resolution will follow suite. It still hits all the outsider messiah figure notes, just like
3, though it's perhaps a bit less on the nose given the differences in characterisation and background of Ajay versus Dwayne or whatever the fuck his name was. Regardless, Ajay's motivation escalates in a relatively implausible fashion :
Honour the last wish of his mother by traveling to her homeland to scatter her ashes ? Sure, that's reasonable.
[GAME BEGINS]
Kill hundreds of people in a variety of awful ways for nebulous (at best) reasons, constantly mainline random psychotropic plants, wantonly slaughter endangered species for the sake of personal convenience and haute couture (I shit you not) . . .
OH BUT IT'S OKAY BECAUSE AJAY STILL INTENDS TO SCATTER MUM'S ASHES ONCE HE'S KILLED EVERYTHING AND TAKEN ALL THE DRUGS.
What the fuck ?
As previously touched upon (and with the caveat that I am, at most, at the halfway point of the narrative), the Golden Path power struggle dynamic is poorly executed, as when it does crop up ; it merely involves
possibly visiting a different location, a slight alteration of objectives and post mission outcome, banter typically dominated by whoever you pissed off, and finally, determines who provides intermittent feedback on some of your open world shenanigans (raiding outposts, side quests, hijacking supply trucks etc) - then everything returns to the status quo until the next 'choice'. And, naturally enough, cutscene idiocy is in full effect for poor Ajay - far too many instances to relate.
The AI still has the hive mind aspect from
3 (and
2, IIRC), which makes ghosting an outpost rather aggravating until you get a feel for the quirks. Once you realise that you're fine until the tiniest sliver of white bar appearing over their heads, you just start doing things like leaving mines on likely points of egress, and then setting C4 charges to act as a general 'I should investigate over there' signals to send them on their way - or throwing bait to attract throngs of tigers, or hovering at 200 metres in an ultralight and grenade sniping every last fucking one of them. Still, even with these (and other) options, it's remains irritating to accidentally melee attack a wall, and have everyone immediately jump to alarmed and rush you from all directions. Or, if you have the Buzzsaw or a flamethrower, it's can instead be quite relaxing. Or you could play it safe and boring with a silenced sniper rifle or the bow, which, once you become comfortable with gauging ranges, is extremely effective.
Also, I am disappointed at the complete lack of alternative ammunitions. I would have loved, to name but a few, thermobaric grenades/rockets, AP/explosive/incendiary bullets, dragon's breath shells/slugs, WP mortar bombs. Claymore mines would have been brilliant, too. While there is a 'unique' anti-materiel rifle with explosive bullets, it's an entirely separate weapon, and this irritates me. I am very unreasonable about computer games. Yes.
The incendiary arrows are amazing, though. Especially against helicopters, because a rain of burning, screaming bodies is as fun as it makes me sound like a sociopath.
The signature weaponry is anything but, other examples include an M14 knock-off with 3 fixed mods instead of your choice of 2, or a .44 magnum with an extended barrel. Wow ! Modders unlocked this inane system in
3 within the first week of release, I have similar hopes with
4.
It's complete bollocks that cutting (that is, non-takedown) someone with the khurki won't even stagger them, but the moment they wind up with their rifle stock, it's almost guarenteed death as you land on your arse and slowly stand up while everyone shoots you to bits.
The fortresses are simply slightly larger outposts, there's really nothing noteworthy about them.
The DLC content is underwhelming. Some very samey scenarios at high altitude, which includes earlier access to some later game weaponry (such as the flamethrower, which I concede, is entertaining), and 4 intensely terrible events involving Hurk, who is intensely terrible. In keeping with the theme, the harpoon launcher is astonishingly underwhelming, primarily because it doesn't even have the capacity to pin people to walls/trees/angry rhinos etc. The first mission, cunningly entitled 'The Syringe' has you chasing down some ancient mythical wonderdrug, which, upon completion, you don't even get to make use of. Would it have been too much to hope for a new syringe type ? Is 4 options really too complicated to expect the average player to keep track of ?
Toggleable sticky explosives are great, they really enable the whole merciless guerrilla simulation by way of such joys as roadside bombings, C4 loaded elephants and fire, fire everywhere. Also, because it has yet to cease to be hilarious to open an ambush by attaching a grenade to the face of whoever's unlucky enough to be on point.
Oh, and, joyously, it appears that you can kill both Amita and Sabal ! Now for the DJ . . .