De­vel­oper/pub­lisher Ubisoft (Mon­treal) For­mat PC, PS4, Xbox One Re­lease Fe­bru­ary 27


Given how poorly suited the typ­i­cal open-world game is to a show-floor demo – a con­densed, 20-minute slice rarely flat­ters a sprawl­ing, 50-hour whole – per­haps we shouldn’t read too much into it. But we come away from our first sit down with E308’ s cover star feel­ing a lit­tle de­flated. Our ex­cite­ment for Far Cry 5 stems largely from its set­ting and story; two el­e­ments that are never go­ing to be the stars of an E3 demo. But still, at the core, this is just an­other Far Cry, a game of as­sault­ing var­i­ous con­fig­u­ra­tions of en­e­mies with stealth or ab­surd ord­nance. You needn’t fix what’s not bro­ken, sure. But we found pre­cious lit­tle to be ex­cited about.

In­deed, the ma­jor game­play ad­di­tion, the Guns For Hire sys­tem, does lit­tle to freshen things up. While the three avail­able ac­com­plices are in­tended to make things feel more flex­i­ble, they just make it eas­ier. Call­ing in an airstrike from pi­lot ac­com­plice Nick Rye re­wards you with a big ex­plo­sion and a few strag­glers to mop up. Boomer, the dog, pads around enemy camps tag­ging bad guys for you; later he’ll grab guns from corpses if you’re low on ammo.

Far Cry has been silly for a while, of course, but it’s al­ways made you a par­tic­i­pant in the car­nage. If the ac­tion is re­ally to be this au­to­mated, Ubisoft’s story team has got a hell of a job on its hands.

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