Far Cry 5 Doesn’t Understand The Country Life
If there was anything I used to love about Far Cry, it was the hunting. There is nothing like the steady tension and anticipation of tracking an animal and waiting for just the right moment to take your prey. With the beauty of Far Cry’s environments and its vast menagerie of exotic creatures, it provided endless hours of entertainment. For many years my Saturday mornings have been spent in quiet solitude, basking in the artificial but brilliant Dunia Engine sunlight and creeping through the dense flora, arrow on bow string and Hunter’s Instinct in-hand.
As I play Far Cry 5, I struggle to recapture that feeling. And it’s strange, given the game’s setting. I’m from the West Coast, I grew up in a small wooded farmland not unlike Montana, and you’d think I’d be enthralled that one of my favorite series set its latest game so close to home. But despite their attempts with this installment to move away from some of its stale shooter conventions, it all feels the same. What makes Far Cry special has been repeated, but not improved upon. And in the case of rural American culture, it seems like such a missed opportunity.
Following Far Cry Primal, it’s surprising that Ubisoft did not expand on what made their spin-off title so great. In many ways it was the series’ most honest game, and with its focus on progress and survival made the most sense thematically. While the new companion system of Far Cry 5 allows a certain degree of control over the hired help, the one in Far Cry Primal was more fun. There were a wider variety of animals to tame, and they were easily recruited and dismissed in a way that makes Far Cry 5 seem laborious. Primal also allowed the player to scout locations with their owl companion and tag, attack or bomb enemies several feet away, a feature that could have easily been adapted to Far Cry 5 with a hawk or falcon. By pursuing a “primitive” theme, they added strong strategic elements that made exploring the land (and the primary goal of building and supporting a tribe) more exciting, practical and sincere. The Montana setting would have been an ideal time to perfect that.
Another area of disappointment is the weaponry. Far Cry 5’s guns are boring. While you can purchase better guns and attachment upgrades as your character progresses, the compromise in stats is often unsatisfying and the more powerful guns don’t necessarily seem unique or special, making the grind and slog to purchase them worthless. The authenticity of their models also doesn’t inspire a lot of interest in their individual merits, and personally, having grown up in a culture that treats guns as a hobby, I also think it’s a shame that the game doesn’t seem to address America’s preoccupation with them—for better, or for worse. Guns are not nearly as front-and-center to Far Cry 5’s narrative as they should be, given how ubiquitous they are both in the game and our country. The game neither reflects on nor criticizes them, making their presence seems almost incidental. It’s bizarre.
I’m also a little disenchanted with the performance enhancers crafted with the game’s four types of flora. The system has needed refinement for some time now; in the past, the plants were identified simply by color and could be found in predictable clusters based on their type. As a crafting mechanism it’s always been a little thin, designed more for efficiency than supporting the game’s lore. But in Far Cry 5, no significant improvements have been made. The plants have proper names, but other than that, their presence adds nothing outside of their use as a predictable and nearly infinite resource. As there are few other ways to learn about the setting, or engage the game’s natural environment without destroying it, it seems a shame.
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