Far Cry 3is a 2012first-person shooter gamedeveloped byUbisoft Montrealand published byUbisoft.It is the third main installment in theFar Cryseries afterFar Cry 2.The game takes place on the fictional Rook Islands, a tropicalarchipelagowhich can befreely exploredby players. Gameplay focuses on combat and exploration. Players can use a variety of weapons to defeat human enemies and hostile wildlife, and the game features elements found inrole-playing gamessuch asskill treesandexperience.After a vacation goes awry, protagonist Jason Brody must save his friends, who have been kidnapped by pirates, and escape from the island and its unhinged inhabitants.
Far Cry 3 | |
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![]() Cover art featuring antagonistVaas Montenegro | |
Developer(s) | Ubisoft Montreal[a] |
Publisher(s) | Ubisoft |
Director(s) |
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Producer(s) | Dan Hay |
Designer(s) |
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Programmer(s) | Cédric Decelle |
Artist(s) | Jean-Alexis Doyon |
Writer(s) | |
Composer(s) | Brian Tyler |
Series | Far Cry |
Engine | Dunia 2 |
Platform(s) | |
Release | |
Genre(s) | First-person shooter |
Mode(s) | Single-player,multiplayer |
Ubisoft Montreal collaborated with Ubisoft's global development team, includingMassive Entertainment,Ubisoft Shanghai,Ubisoft Bucharest,Ubisoft ReflectionsandRed Storm Entertainment.The game's development was partially restarted in 2010 after the departure of several key creative staff. The team evaluated the feedback forFar Cry 2and identified areas that needed to be improved or removed. The team spent considerable time designing the island, which they described as the "second most important character" in the game. Inspirations were taken from films and TV shows such asApocalypse NowandLost,as well as video gamesThe Elder Scrolls V: SkyrimandRed Dead Redemption.Michael Mandowas hired to portrayVaas Montenegro,an antagonist the team compared toDarth Vader.
The game was announced in June 2011 and Ubisoft promoted the game with variouscompanion apps,webseriesand crossover. It was released forMicrosoft Windows,PlayStation 3andXbox 360in November 2012. The game received critical acclaim upon release, with praise directed at its characters (particularly Vaas), world design, visuals, progression, and gameplay, though the game's multiplayer modes received criticism. Despite weak pre-order sales, the game was a commercial success, selling 10 million copies. It was nominated for multiple year-end accolades includingGame of the Yearand Best Shooter awards by several gaming publications. It has also been cited as one of thegreatest video games ever made.Ubisoft supported the game withdownloadable contentand releasedFar Cry 3: Blood Dragon,the game'sstandalone expansion,in 2013. A successor,Far Cry 4was released in November 2014. The game was re-released forPlayStation 4andXbox Onein June 2018.
Gameplay
editFar Cry 3is afirst-person shooterset on the fictional Rook Islands, a tropical archipelago somewhere in the Pacific, controlled by pirates and mercenaries.[1]Players control Jason Brody and can approach missions and objectives in a variety of ways. They can kill enemies by utilizingfirearmssuch asassault rifles,sniper rifles,grenade launchers,rocket launchers,andexplosiveslikeland minesandgrenades.[2]Alternatively, players can utilizestealthto avoid the attention of enemies. For instance, players can scout an enemy's outpost by using acamerato mark the locations of enemies,[3]or toss rocks to distract enemies.[4]The stealth approach, which can be done by using silenced weapons andcombat knives,[5]can prevent enemies from triggeringalarmswhich call for reinforcements.[6]Skills are collected by gainingexperiencefrom completing missions and killing enemies, and are unlocked in threeskill trees,themed as the Spider, the Heron, and the Shark. Each skill tree upgrades different aspects of Jason's abilities, with the Spider upgrading his stealth takedowns and hunting skills, the Shark upgrading assault takedowns and health, and the Heron upgrading his long-range takedowns and mobility.[7]As skills are collected, a tribal tattoo on Jason's forearm grows correspondingly.[8]
Rook Islands is anopen worldin which players can explore freely. Jason can travel using a variety of vehicles includingdune buggies,all-terrain vehicles,cargotrucks,jet skis,boats andhang gliding.Later in the game, players will find awingsuitthat Jason can wear.[9]Jason will encounter different friendly settlements where he can shop for weapons and materials[10]and complete side missions includinghuntingquests and assassination missions.[3]Rook Islands is inhabited by a wide variety of wildlife includingleopardsandsharks,and the game'sartificial intelligence(AI) enables the wildlife to interact with each other to simulate a realisticecosystem.[11]By hunting different animals and harvesting their corpses, players gain materials necessary for crafting new items such as weapon holsters and ammo pouches.[12][13]Players can hoard green plants to producesyringes,which heal Jason when hishealthdepletes during combat scenarios[12]or provide other gameplay advantages.[14]Players can climb differentradio towersand remove theirscramblers.[15]When they are removed, areas of the map are opened up, various points of interest are highlighted and players will unlock a new weapon and gain access to a supply-run side mission,[4]a timed quest in which players need to deliver medicines as quickly as possible from one place to another.[10]As pirates control the island, players can infiltrate and liberate numerous enemy outposts. Once an outpost is retaken, it becomes a base for the rebels which unlocks additional side missions for players.[16]It also become a location where players can quicklyfast travelto and trade with vendors.[6]Apatchwas later released to allow players to reset outposts.[17]When exploring the game's world, unscripted events may occur, such as Jason being attacked by wildlife or pirate patrols.[18][19]Players can complete Trials of the Rakyat missions, which are timed combat challenges;[20]join differentminigamesincludingpoker,knife throwingand shooting challenges;[21]and gather differentcollectiblessuch as relics,[22]letters,[23]and memory cards.[24]
The game features a four-playercooperative multiplayermode, which is set six months before the events of the main game. The mode features five different classes: Warrior, Rusher, Deadeye, Saboteur or Bodyguard. Players can customize each class's loadouts and weapons.[25]In multiplayer, players can activate "battle cry",which boosts the team's health, accuracy and running speed.[26]The game includes competitive multiplayer modes includingTeam Deathmatchand Domination, in which two teams compete against each other to capturecontrol points.[27]There is also Transmission, a Domination variant in which the control points are radio transmitters that change location. In Firestorm, a team needs to ignite two fuel dumps held by another team while protecting their own from being set on fire.[26]Killing enemies successively, reviving team members and utilizing battle cry grant players Team Support Points, which can be used to unlock perks like "psyche gas" which causes enemies to hallucinate all players as shadows.[28]The game features a map editor that allows users to create and share custom content.[29]Players can create their maps by customizing landscapes, and by placing buildings, trees, vehicles and units controlled by AI.[30]
Plot
editJason Brody (Gianpaolo Venuta) is on vacation with a group of friends inBangkok,Thailand.On a skydiving trip, they unknowingly land on the pirate-occupied Rook Islands, where they are captured by pirate lordVaas Montenegro(Michael Mando), who intends to sell them into slavery. Jason escapes with help from his older brother Grant (Lane Edwards), whom Vaas kills. Jason is rescued by Dennis (Charles Malik Whitfield), an adopted member of the islands' native Rakyat tribe. Dennis recognizes Jason's potential as a warrior and gives him the Tatau, the tattoos of a Rakyat warrior. While helping the Rakyat, Jason finds one of his friends, Daisy (Natalie Brown), at the house of botanist Dr. Earnhardt (Martin Kevan). Impressed with Jason's prowess, the Rakyat allow him to be the second outsider to enter their sacred temple. After he returns the Silver Dragon Knife, a Rakyat relic, Jason is initiated into the tribe by the priestess Citra (Faye Kingslee).
Aided by Earnhardt andCIAagent Willis Huntley (Alain Goulem), Jason helps the Rakyat retake their island from the pirates while also finding and rescuing his girlfriend Liza (Mylène Dinh-Robic) and his friends Keith (James A. Woods) and Oliver (Kristian Hodko). After several encounters with Vaas, Jason learns Vaas is Citra's brother who betrayed the Rakyat after becoming addicted to drugs brought by his employer, Hoyt Volker (Steve Cumyn), a South African slave trader and drug lord. Jason soon matures into a fearsome and skilled warrior and, revered by the Rakyat, begins to enjoy all the killing while growing more distant from his friends.
Citra has sex with Jason while he is under the effects of hallucinogens, after which she asks him to stay on the island. Deciding to remain, Jason bids goodbye to his friends and heads to Vaas' pirate base, discovering Vaas has set up a trap for him. Jason survives but then enters a delusional, dream-like state where he must fight multiple duplicates of Vaas. He eventually reaches the real Vaas and stabs him with the Dragon Knife,[b]before collapsing. Jason awakens with Citra in the Rakyat temple and promises to kill Hoyt for her.
After reaching Hoyt's island with Huntley's help, Jason meets Sam Becker (Stephen Bogaert), Huntley's fellow operative, who helps him infiltrate Hoyt's army. During this time, Jason discovers that his younger brother Riley is alive and is being held captive by Hoyt. With Hoyt watching them on camera, Jason beats Riley to maintain the ruse, though he reveals himself when Becker loops the video. Jason works his way into Hoyt's place, and he and Becker plan to kill Hoyt at a poker game. However, as they sit down to play, Hoyt murders Becker after revealing he saw through the looped video. Jason kills Hoyt and his men in a knife fight, losing half a finger in the process, and escapes the island with Riley.
Jason and Riley fly to Earnhardt's house to discover it on fire. The dying doctor reveals that the Rakyat attacked the house and kidnapped Jason's friends. Jason confronts Citra at the Rakyat temple, but she drugs him and captures Riley. Citra tells Jason that she has fallen in love with him, believing him to be a mighty warrior of Rakyat legend and that she will "free" him. Jason dreams of walking a fiery path with the Dragon Knife, with Liza appearing as a monster in his dream. He awakens, holding Liza at knifepoint, and is given a choice to either save his friends or kill them by allying with Citra.
If Jason frees his friends, Citra begs him to stay on the island while an outraged Dennis prepares to stab Jason for his betrayal. Citra jumps in front of him and is stabbed instead; proclaiming her love for Jason as she dies in his arms. Jason and his friends leave the island by boat, with Jason narrating that despite all the killing turning him into a monster, he still believes that in some place in his heart, he is better than this. If Jason kills Liza, he and Citra later have sex in a ritual. Afterward, Citra stabs Jason, telling him as he dies that their child will lead the Rakyat to glory and that he "won." The game ends with a still image of the boat and the Dragon Knife on the beach while the credits roll.
Cooperative campaign
editSix months before Jason arrives on the Rook Islands, ex-Scottish gangster Callum (Stuart Martin), discharged US Army combat medic Tisha (Alana Maria), retired corrupt Philadelphia police officer Leonard (Nigel Whitmey) and former Russian hitman Mikhail (Nick Nevern) find work on the cruise ship MSAstrid.However, pirates capture theAstridand its passengers after the captain sells them out in exchange for the ship's payroll. The cooperative campaign centers around the four characters fighting against pirates and privateers in the Rook Islands as they pursue the captain.
Development
editUbisoft Montrealserved as the game's lead developer and was responsible for creating the game's single-player. It was a global production that involved multiple Ubisoft studios:Massive Entertainmentcreated the game's multiplayer portion,Ubisoft Shanghaidesigned the missions and crafted the AI of wildlife,Ubisoft Bucharestprovidedquality assurance,Ubisoft Reflectionsassisted Montreal on the design of vehicles, andRed Storm Entertainmentwas responsible for making the PC version and the game'suser interface.West Studio created early concept art for the game.[31]The game's pre-production started in 2008,[32]and more than 90 people worked on the game.[33]Far Cry 3was initially planned to form a single cohesive narrative with the previous installments of the series, though this was abandoned when the game's development was partially restarted in 2010 due to the departure of several creative staff including the original creative director and narrative director.[32][34]On November 6, 2012, Ubisoft confirmed that the game had beenreleased to manufacturing.[35]Far Cry 3is the first game in the series to use the Dunia 2 game engine, a heavily modified and upgraded version of the Dunia engine used inFar Cry 2.The Dunia 2 engine was made to improve the performance of Dunia-based games on consoles and to add more complex rendering features such as global illumination.[36][37]
Gameplay design
editThe team avoided creating distinctlevels.As opposed to traditional game design, in which designers carefully calculated where and how to place environmental objects on a grid, the team instead experimented with dynamic cover design and utilized analgorithmprovided by theDunia Engineto quicklyprocedurally generatethe layout of a large area. The team would then manually adjust the placement of different objects and test the output. By avoiding repeating patterns, the world would be unpredictable and realistic, and allowed dynamic wildlife and enemy encounters to remain fresh even when players explore the same area again. Spaces are created to be logical and grounded. For instance, some enemy outposts are sites of industries that would be crucial for the pirates to operate at Rook Islands. The team wanted players to believe that the spaces they explore "[exist] for a reason" within the game, not merely for gameplay purposes, and these efforts at creating a civilization helped increase the game world's credibility.[32]When creating the world's space, the game was inspired byThe Elder Scrollsseries andRed Dead Redemptionin how these series reward players with progression. However, the team wished to avoid repetitiveness in gameplay, and created over 250 different hostile encounters and a system that remembers each encounter and only recycle it after extended play.[38]The team believed that this helped raise the diversity of the experience.[39]
The team evaluated the gameplay elements fromFar Cry 2and determined which gameplay elements they should include or improve. Weapon degradation andmalariainfection were removed, as the team thought that it made the game less fun. According to producer Dan Hay,Far Cry 2's world was barren and lacked reactions to players' actions. Therefore, the team decided to make the world ofFar Cry 3more lively with the goal of creating "an actual civilization" for players to encounter.[32]InFar Cry 3,players' actions impact the game's world, with Vaas's influence gradually reducing after Jason liberates a hostile camp.[40]The world of Rook Islands was designed to be filled with opportunities and activities for players, enticing them into exploring so that they would not feel bored while traveling within the game's world. The team introducedside questswhich allow players to learn more about the history and inhabitants of the islands. The world was designed to be empowering, so that players were free to do what they wanted in the world without being hurried into completing the main quests.[41]The team also attempted to increase the accessibility of travel by improving the game's driving mechanics and introducing fast travel points.[42]Within each mission, players can freely choose their playstyle, whether they choose to eliminate enemies using stealth or firepower,[43]Hay believing that the game respects players' choices. He also believed the team had crafted a meaningful open world,[32]and Rook Island was considered to be the "second most important character". According to Jamie Keen, the game's lead designer, the world was both "alluring and repulsive" and players will "feel seduced by the place and all the people in it". Inspirations were taken from media includingApocalypse NowandLost.[44]The team decided to return to an island setting, like the firstFar Cry,as a narrative decision made during the game's early development. The team believed that the setting mashed well with the story they wanted to create, enabled them to create a world filled with variety, and helped inspire a sense of isolation and discovery.[45]
Story
editLevel designer Mark Thompson stated that in aFar Crygame, morality was not absolute and that there was always "a moral gray space". The team intentionally avoided introducing a morality system which would judge players' actions. Gray morality is seen as Jason murdered the pirates in order to rescue his friends and survive on the hostile island.[46]The team took inspiration fromApocalypse Now,The Deer Hunter,andDeliverancewhen they were writing the story.[47]They understood the game as a first-person shooter, which involves killing manynon-playable charactersto succeed, and the team wanted a story that embraced the concept of shooting to preventnarrative dissonance.[48]As Jason kills more people, he becomes increasingly tolerant toward violence. Hay stated that players will slowly see the transformation in Jason, as he strays further from who he was at the beginning of the game, and begins to parallel his pirate counterparts.[47]Jason's hallucination sequences were meant to reflect his destabilizingpsyche.Thompson described them as "introspective sequences" in which Jason's conscience questions the players' actions. When he was writing these sequences,Jeffrey Yohalemwas inspired by the dreamlike levels fromPrince of Persia.[49]As players progresses in the game, Jason's friends view him differently and he will begin experiencingpost-traumatic stress disorder.Despite his explanatory closing narrative, the game left room for interpretation.[46]Ultimately, Hay stated that the story was about the cost of becoming a hero, and how heavy the toll can be in one's journey.[50]
Yohalem designed a story that examines the minds of players. The game was described as being "self-aware", reacting to players' style of play. Yohalem, in particular, wished to contrast the difference between players and the playable character, in which players have fun playing the game, while Jason is on a terrible journey killing people.[43]Being able to freely explore the game world and enjoy the activities it can offer, while ignoring the urgency to save Jason's friends, was meant to reflect players' inner mindset. According to Yohalem, the game asks whether players are willing to "kill these characters in the game in order to finish your entertainment".[51]This creates a sense of discomfort to players. Yohalem, when creating the story and the world, was inspired byPulp Fiction,A History of Violence,Requiem For a DreamandExit Through The Gift Shop.As opposed toFar Cry 2's oppressive world, the game was inspired byAlice in the Wonderland;Yohalem stated that the game asked why players would willingly trap themselves in a beautifully-crafted but virtual world instead of spending time with real people.[52]The story was widely criticized forracismandcolonialism,though Yohalem defended it by calling the game "the opposite ofAvatar"as the local indigenous people did not need Jason's help and he was being manipulated into doing what the people wanted.[51]He insisted that players need to approach the game like a riddle so as to understand thesubtextand clues that the game offers.[53]
Initially, the game's primary villain was named Bull, a bald and muscular man who looked similar to "a 300-pound, six-foot-tall bullmastiff dog". The character was redesigned afterMichael Mandoauditioned for the role, as his physicality was very different from what the developers had planned. Bull's physical fierceness transformed into the villain's emotive and volatile personality. A second iteration of the character was named Pyro and featured a heavily mutilated body, though such features were later removed as Mando's portrayal of Vaas enabled his personality to be expressed through subtle mannerisms. The team envisioned him to be a charming but menacing villain.[54]Hay compared Vaas toDarth Vader,in which his presence is often short and brief, yet when he appears, he catches attention and galvanizes players' memories.[55]Hay described Vaas as a character that was "very much in your face", which helped cementing Jason's early status as a "victim".[56]Yohalem added that Vaas's death at the game's midpoint was inspired by the novelTo the Lighthouse,in which the protagonist died midway through the story and the rest of the plot explores her absence.[32]To create nuanced characters, the team utilizedmotion captureso that actors could convey more-complicated emotions on-screen.[57]Enemies are controlled by AI which was designed to be believable, such as when untrained enemies would make mistakes during combat.[58]Elias Toufexisinitially was chosen to voice Jason Brody, though he was replaced by Gianpaolo Venuta two years later.[59]
Multiplayer
editMassive Entertainment handled the game's multiplayer development. According to David Polfeldt, the managing director of Massive, the team was involved at the early stage of development and the opportunity helped diversify their portfolio, as the team had only had experience working onreal-time strategygames likeWorld in Conflict.[33]Magnus Jensen, the multiplayer portion's creative director, stated that the multiplayer carries the theme of insanity from the single-player. To accomplish this, the competitive multiplayer allows players to use supernatural elements to combat enemies, while the cooperative multiplayer features characters that are "as unhinged as any of the characters" in the single-player mode.[60]The multiplayer was also said to include elements commonly found inindependent gamesand social games.[61]The game's multiplayer functionality was shut down on September 1, 2022.[62]
Promotion and release
editFar Cry 3was announced in June 2011 during Ubisoft's press conference atE3 2011.[63][64]A closed beta for the game's multiplayer portion was launched for players who purchasedTom Clancy's Ghost Recon: Future Soldierat GameStop before May 22, 2012.[65]Acompanion appnamedFar Cry The Outpostwas released foriOSandAndroidto allow players to manage their multiplayer loadout and monitor their progress.[66]A UK-exclusive companion app named "Insanity Mirror" imagines what players would look like if they are trapped on an island.[67]AFacebookapp named "Holiday From Hell", which allows players to create and customize their own postcard, was released in September 2012. The first 2,000 participants had their own postcard printed and delivered byRoyal Mailfor free.[68]To promote the game atPAX East,players who shaved their head or received a permanent tribal tattoo would receive a free copy of the game.[69]AtPAX Prime,attendees can shave their head into amohawkto look like Vaas.[70]Ubisoft commissioned Michael Lambert, aMinecraftenthusiast, and artists Axel Janssen and Yohann Delcourt to create a custom map and texture pack mimickingFar Cry 3's setting and characters within the popular indie gameMinecraft.TheMinecrafttexture pack was released, along with aFar Cry 3-Minecraftcustom adventure map, on October 26, 2012.[71]A four-partwebseriesnamedFar Cry: The Experience,which stars Mando as Vaas andChristopher Mintz-Plasseas himself, was released.[72]
The game was initially set to be released on September 4, 2012, forMicrosoft Windows,PlayStation 3andXbox 360.[73]This was delayed to November 29 in Europe, theMiddle Eastand Africa (EMEA) regions, November 30 in the UK, and December 4 in the US, to give additional time to complete the game.[74][75]Far Cry 3would not appear on Nintendo'sWii Udue to the system not being an onset of development, despite Ubisoft themselves being major supporters of the system at launch a few weeks beforeFar Cry 3'slaunch.[76]On launch date, the Windows version of the game suffered from server issues which temporarily caused the game to be unplayable.[77]Players who pre-ordered the game gained access to "The Lost Expeditions" pack which includes two single-player missions named The Forgotten Experiment and Ignition in the Deep and aflare gunfor multiplayer.[78]Players who preordered the game atGameStopgained access to the "Monkey Business Pack", which adds four missions to the game.[79]European players could also purchase theInsane Editionwhich includes all pre-order bonuses and all other forms of launchdownloadable content(DLC), along with a Vaasbobbleheadand asurvival skillmanual for usage in real situations of danger.[80]Uplayusers can unlock bonus content ranging from a new mission to customizable items.[81]The "Monkey Business Pack" and "The Lost Expeditions" were later bundled with another two DLC packs, namely "The Warrior" and "The Predator Pack" in the Deluxe Bundle, which was released on January 17, 2013.[82]Not included in the bundle were "High Tides", a PlayStation 3-exclusive DLC that concludes the cooperative multiplayer modes with two missions.[83]
Far Cry 3: Blood Dragon,the game'sstandalone expansion,was released in May 2013.[84]Blood Dragonwas a parody of 1980s action films, cartoons and video games and takes place on a retro-futuristic open world island with players assuming the action role of the military cyborg Sergeant Rex "Power" Colt.[84][85]Far Cry 3andBlood Dragonwere later bundled withFar Cry 2andFar Cry Classicin acompilation gamenamedFar Cry: The Wild Expeditionfor PS3, Xbox 360, and PC.[86]Starting from May 29, 2018, players who purchasedFar Cry 5'sseason passor the Gold Edition on PC can gain access to theClassic Edition,the game's re-release forPlayStation 4andXbox One.[87]For console users, it features higher resolution graphics than the originalFar Cry 3releases, but with an FPS cap of 30FPS that (unlike the original Far Cry 3) cannot be boosted to 60FPS.[88]TheClassic Editionwas made available for standalone purchase on June 26, 2018.[89]
Reception
editCritical reception
editAggregator | Score |
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Metacritic | PC: 88/100[90] PS3: 90/100[91] X360: 91/100[92] PS4: 70/100[93] |
Publication | Score |
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1Up.com | B−[94] |
Destructoid | 8/10[7] |
Eurogamer | 10/10[95] |
Game Informer | 9/10[96] |
GameSpot | 9/10[98] |
GamesRadar+ | [97] |
IGN | 9/10[99] |
PC Gamer(UK) | 89/100[16] |
Polygon | 9/10[100] |
James Stephanie SterlingfromDestructoidfelt the game had a larger emphasis on storytelling when compared with its predecessors, and liked the game's cast of characters. Sterling called the story "tightly written" and "stylishly presented".[7]Matt Bertz fromGame Informeragreed, calling the story "compelling".[95]The game's cast of side-characters was praised for their acting and characterization. Mando's performance as Vaas was praised by critics: Ryan Taljonick fromGamesRadarstated that his presence made some missions memorable.[97]Mitch Dyer fromIGNnoted that Jason is a relatable character due to his many flaws.[99]Kevin VanOrd fromGameSpotquestioned some of the narrative decisions, such as the heavy emphasis ondrug use.[98]Other story beats, such as Jason's transformation into an effective combatant within a short period of time[101]and Vaas's early death in the story, were criticized.[102]Bob Mackey of1Up.comfelt that the game lacked cultural commentary that it promised stating: "The team at Ubisoft Montreal could have used this opportunity to point out the strange trend of our wise-cracking, pretty boy video game heroes ruthlessly slaying hordes of faceless human opponents in increasingly cruel ways, but Far Cry 3 plays it incredibly safe -- despite what its advertising campaign would have you believe."[94]Both Bramwell and Tom Francis fromPC Gamerremarked on the main quest's linear design,[95]which Francis described as a "guided tour of all the clumsiest ways to mash story and videogames together until both of them break".[16]Arthur Gies fromPolygoncriticized the story for being clichéd. The game's handling of subject matter likemisogynyandhomophobiaand its usage of thewhite saviortrope were also criticized.[103][102]
The island setting received critical acclaim. Tom Bramwell fromEurogamerstated that the island was the main reason he became captivated by the game, mainly due to the game's diverse activities and the island's rich history. He liked the artificial intelligence of the game's wild animals, which makes the game unpredictable.[95]Bertz agreed, saying that the environment was "varied" and "gorgeous", and appreciated its design for accommodating multiple playstyles.[96]VanOrd appreciated the effort Ubisoft had put into designing Rook Islands, saying that "Far Cry 3isn't so much about the story as it is about its world ", and called the world" enthralling "and" focused ". VanOrd also liked theecology,which interacts with each other and helped make the world more believable.[98]Dyer enjoyed finding the game's collectibles, which helped enrich the island's history. According to Dyer, the game had an "astonishing sense of place" and "captivating culture and scenery".[99]Arthur Gies fromPolygonwas also impressed by the world design, which he felt allowed various emergent events to occur and systems to flow and intertwine with each other.[100]Taljonick added that the emergent gameplay contributed to some personal stories which are unique to each player.[97]
Critics generally enjoyed the gameplay. Sterling praised the freedom given to players to approach objectives, though they felt that many of the side-objectives became repetitive very quickly. They praised the game's increased accessibility, though they noted that travel was an annoyance for them.[7]Bramwell appreciated players' freedom, citing stealth as one of the game's strengths and noting combat's adaptive nature. VanOrd agreed, calling stealth "a blast" and praised the game for presenting opportunities that allow players to experiment and be creative.[98]Dyer agreed, saying that the game's action can be exhilarating and that actions can bechainedtogether.[99]Bertz and Taljonick liked the gameplay improvements such as the inclusion of fast-travel points and the removal of weapon malfunctioning,[97]though Bertz was disappointed that the AI-controlled human enemies were not more adaptive.[96]VanOrd liked the gunplay and vehicular control, and the game's sense of progression presented due to the inclusion ofrole-playing gameelements,[98]though he and Francis lamented the respawning enemies, which they felt were frustrating.[16][98]Gies praised the game's wealth of content, though he warned that such could be "intimidating".[100]
The multiplayer component of the game was considered as a disappointment. Sterling remarked that the game's competitive multiplayer lacked new ideas and compared it toCall of Duty.They liked the efforts put into cooperative multiplayer which they compared toLeft 4 Dead,but criticized the lack of characterization for the player avatars.[7]Francis called the cooperative multiplayer "fun", though he was disappointed by the lack of a server browser.[16]Bramwell called the multiplayer components the least interesting parts of the game, though he appreciated the presence of bonus content, saying that it made for a generous package.[95]Bertz called the cooperative mode "a fun diversion", though he lamented clumsy movements and sub-parhit-detection mechanicsas factors that hindered competitive multiplayer's appeal.[96]VanOrd felt that the cooperative mode did not use the excellent open world created by the team, though he praised the "unique twists" featured in the progression system. Dyer had a more negative view on the multiplayer components, calling them uninspired and criticizing the confusing map design. He felt that the cooperative component made the game a "mindless shooter with senseless direction",[99]and further criticized the lack of difficulty scaling.[99]
Sales
editThe game's preorder sales were below Ubisoft's expectations.[104]In the US, it was the sixth-bestselling video game according toNPD Group.It was also the second-biggest launch for a video game in the region in December.[105]In January 2013, it became the second-bestselling game, trailing behindBlack Ops II.[106]In the UK, it was the ninth-biggest launch for a video game in 2012. In its week of release, it became the second-bestselling retail game, only behindCall of Duty: Black Ops II.[107]Far Cry 3later toppledBlack Ops IIas the bestselling game of the week duringChristmas.[108]
More than 4.5 million copies were shipped to retailers in December 2012.[109]In October 2014, Ubisoft announced that approximately 10 million copies of the game had been sold.[110]
Awards
editYear | Award | Category | Result | Ref. |
---|---|---|---|---|
2013 | New York Videogame Critics Circle Awards | Best Game | Nominated | [111] [112] |
Best Writing in a Game | Nominated | |||
Best World(Rook Islands) | Nominated | |||
Best Overall Acting(Michael MandoasVaas Montenegro) | Nominated | |||
16th Annual D.I.C.E. Awards | Game of the Year | Nominated | [113] | |
Action Game of the Year | Nominated | |||
Outstanding Achievement in Animation | Nominated | |||
Outstanding Achievement in Art Direction | Nominated | |||
Outstanding Achievement in Game Direction | Nominated | |||
Outstanding Achievement in Original Music Composition | Nominated | |||
Outstanding Achievement in Character - Male or Female(Vaas Montenegro) | Nominated | |||
9th British Academy Games Awards | Best Game(Dan Hay, Patrick Plourde, Patrik Methe) | Nominated | [114] | |
Action(Dan Hay, Patrick Plourde, Patrik Methe) | Won | |||
Artistic Achievement(Jean-Alexis Doyon, Genseki Tanaka, Vincent Jean) | Nominated | |||
Audio Achievement(Dan Hay, Tony Gronick, Brian Tyler) | Nominated | |||
Game Design(Patrick Methè, Jamie Keen) | Nominated | |||
Story(Jeffrey Yohalem,Lucien Soulban, Li Kuo) | Nominated | |||
National Academy of Video Game Trade Reviewers Awards | Game of the Year | Nominated | [115] | |
Art Direction, Contemporary | Nominated | |||
Control Design, 3D | Won | |||
Direction in a Game Cinema | Nominated | |||
Game Design, Franchise | Nominated | |||
Graphics, Technical | Won | |||
Lead Performance in a Drama(Michael Mando as Vaas Montenegro) | Nominated | |||
Lighting/Texturing | Nominated | |||
Original Dramatic Score, Franchise | Nominated | |||
Sound Effects | Nominated | |||
Writing in a Drama | Nominated | |||
Game, Franchise Action | Nominated | |||
Game Developers Choice Awards | Best Technology | Won | [116] | |
Best Visual Arts | Nominated | |||
Game Audio Network Guild Awards | Audio of the Year | Nominated | [117] [118] | |
Sound Design of the Year | Nominated | |||
Best Dialogue | Won | |||
Best Audio Mix | Won | |||
Golden Joystick Awards | Game of the Year | Nominated | [119] [120] | |
Best Visual Design | Nominated | |||
Best Gaming Moment(The Definition of Insanity) | Won | |||
The 4th Canadian Videogame Awards | Game of the Year | Won | [121] | |
Best Console Game | Nominated | |||
Best Animation | Won | |||
Best Game Design | Won | |||
Best Game Innovation | Nominated | |||
Best New Character(Vaas Montenegro) | Won | |||
Best Visual Arts | Won | |||
Best Writing | Nominated | |||
Future Shop Fans’ Choice Award | Won |
Legacy
editThe game's success helped elevate the franchise's status, which is now viewed as a blockbuster series with a strong identity.[122]Dom Peppiatt from GamesRadar wrote thatFar Cry 3and its expansionBlood Dragonhelped cement Ubisoft's domination in the open-world first-person shooter genres and its position as both a developer and publisher.[123]Many features fromFar Cry 3,such as the presence of towers and wildlife hunting, were later used in other Ubisoft non-Far Crygames.[124]
Ubisoft initially planned to make a direct-narrative sequel toFar Cry 3,which involved the return of Jason as the game's protagonist and other supporting characters and the resurrection of Vaas. The plan was quickly abandoned[125]in favour of an indirect sequel,Far Cry 4,set in theHimalayasregion.Far Cry 4was released on November 18, 2014, for Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One. It features a new cast of characters and a new location, the South East Asian country of Kyrat.[126]
Notes
edit- ^Additional work was provided byMassive Entertainment,Ubisoft Shanghai,Ubisoft Bucharest,Ubisoft Reflections,andRed Storm Entertainment.
- ^InFar Cry 6(2021) and itsdownloadable content,Vaas Montenegro: Insanity,it is implied that Vaas survived his encounter with Jason.
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