Far Cry 4: Content is King
I am Ajay Ghale, the son of the legendary revolutionary Mohan Ghale, and I’m on the receiving end of a lecture about morality. Sabal, one of the leaders of the freedom-fighting Golden Path, expounds on the value of tradition and the need for the people of the (fictional) Himalayan country of Kyrat to return to their honorable cultural roots. He slams a door in my face, and a moment later, the word SKILLS is emblazoned across the side of the screen, stamped in bright yellow. The UI rushes to catch up: I have new side missions available! I have another 130 Propaganda Posters to remove! I should hurry to the monastery! This is Far Cry 4.
Content is King of Kyrat
As Ajay Ghale, I’m expected to drive, shoot and fly through Kyrat in order to help the Golden Path take the nation back from the tyrant Pagan Min. It’s up to me to capture important strategic assets, to save cultural artifacts, and to be the voice that decides the overall philosophy of the resistance. But if my “Progress” screen is to be believed, I’m also expected to do a bunch of other, well, stuff.
Far Cry 4 has more busy work to do than any other game in the series: Four side mission campaigns—many of which repeat basic mission structure. Twelve sorts of side “activity” (including four distinct styles of hunting mission.) Six kinds of collectibles, totaling 285 things to pick up. It’s an Ubisoft game, so yes, there are towers to climb. Not only can you capture outposts (24 of them!), as in Far Cry 3, but now you can go after four special “fortresses” as well. Build your Karma meter through special “karma events,” and make sure to complete your location guide! Not enough for you? Well guess what, with the new Far Cry 4 map editor and browser, you can build, share and play new content! There’s more, believe it or not, but I can’t bring myself to go on: It’s just all so exhausting.
One of the major complaints about Far Cry 3 was that after players conquered the enemy outposts, the world felt dead and empty. This sprawling web of side content feels like an answer to that critique, but if it is, then it misses the mark. Kyrat doesn’t feel alive so much as it feels noisy, a cacophonous howl of possibilities. As much as any gun fight, this huge list of icons and checklists is violent—it takes the organic world this team built and cuts it up into little morsels of content. And then it buries you alive in the morsels.
Ironically, Far Cry 4 is at its best not when it’s offering lots of options, but when it gently takes the reins away through some of its new mechanics. The new grappling hook conveys a sense of speed and danger, but it’s surprisingly easy to swing from one grapple point to another. Need to drive across Kyrat while fending off the Royal Guard’s platoon of ATVs? The new “autodrive” mechanic will handle the steering so that you can focus on blasting fools. In fact, the game will even draw your aim to nearby enemies: all you have to do is pull the trigger.
Best of all, these mechanics link nicely into the interesting systemic interaction that’s always made Far Cry appealing. Just as you’ve settled into a rhythm with your sawed off, your jeep is slammed by a rhino. A gun fight breaks out below as you swing across a chasm towards the ancient ruins. After decades of trying to get it right, this is the closest a game’s gotten to the predictable dynamism of 80s action films or your favorite roller coaster. However sure you are of the outcome, the game still manages to evoke a sense of velocity and violence.
Sins of the Father
I find myself struggling to understand how that sensation of violence reflects the world, characters and stories of Kyrat, though. For all of its absurd action hijinks, Far Cry 4 remains aspirational—its developers want to tell us a story about the complications of political revolution, about understanding where you come from (and how, maybe, you were better off not knowing.)
These aspirations don’t exist in a vacuum, either. In a very real way, Far Cry 4 aims to rehabilitate the franchise. A handful of critics lambasted Far Cry 3 for its many narrative and political missteps. Cast as obnoxious thrill seeker Jason Brody, the player met a cast of “exotic” locals (all either helpless or manipulative), came under the sway of their ancient mystical powers, and eventually—please, pardon the expression—“went native.” Whatever artistic goals that Far Cry 3’s writers had for issuing meta-critique fell flat, and what was left was a mess of offensive stereotypes and boring genre tropes.
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