Far Cry 5: The End(ings)

I’m going to discuss all three endings of Far Cry 5 (FC5).  So, there will be spoilers here.

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Far Cry 5: Story Is God

I’m currently having a blast playing Far Cry 5 (FC5), However, bits of FC5 are in my bad books, and therefore I’m going to complain about them.

The complaints I have aren’t really unique to FC5, or even the Far Cry series.  They’re a problem that can arise in an ‘open’ game that also tries to keep a tight rein on its main story.  If done well, you don’t even notice you’re being corralled exactly where the developers want you.  Done poorly, you take all of the traits your character has shown in gameplay, and throw them out the window until they’ve stopped showing you this bit of the story.

It’s no surprise that I favour stealth in FC5 (since I favour it in any game that allows it).  I use cover to watch, wait, and then pounce quickly.  I keep out of sight of patrols, wandering bad guys and often the wild animals that think I’m tasty.  I know what to signals the game gives when someone is in danger of spotting me; and often how to avoid that entirely.  The game has laid down rules for how encounters can go.  They’ve given you the tools to help you guide those encounters your way.  Even if you fail, you can’t say the game was unfair about it.

Which makes the so called ‘elite’ forces they sent out after you at times, completely ridiculous.

As best I can tell, there is no escape.  You get little to no in-game warning that they’re close, and they’re one hit ‘captures’.

Funnily enough, when you finally get to the bad guy who sent these out, there’s none of these elite troops left.  Instead you just get the same types of enemies you’ve already been dealing with.

In other words, these elite forces are just a way to force you into the next part of the story.  It’s a pity, because even in an open world, there are so many other options

Just as bad (to me) is when you’re taken to a cut-scene where your character does something stupid that you were trying to avoid.

The story took us to a building where (supposedly) people I knew were being held hostage.  I knew the building well, and knew all the ways in.  All but one had been blocked.  Fair enough;  the bad guy isn’t supposed to be stupid.

Since there’s only one entrance left, then clearly, we want to be super-cautious as you’re likely to get shot/drugged/otherwise incapacitated the moment you open it.  They’re waiting for you, after all.

I sneak up to the door, crouched down.  The cut-scene begins as my character opens the door, while standing, and gets a face full of rifle butt for their trouble.

That really annoys me.  You need my character captured for the story?  Send out those magic elite troops again (they still annoy me, but they’re well established by now), or hem my character in somewhere that there is no escape.  There are so many freakin’ options, but they go for the “we’ll just have them knocked out now” one, which only happened because my character did something blindingly stupid.

On a lighter note, this adherence to “the story wins” did make for some amusement.

One of the final encounters is a dog-fight (the plane type).  This takes you over a large chunk of land, and when you finally bring your  opponent down, you could be pretty much anywhere.

Mine came down in a river.  I swam across the river and shot him in the head, with a shotgun, all but removing his head.

Cue the cut-scene.

Said bad guy is mortally wounded, but still has a head, eyes and working mouth.  He does the dying words thing, and finally dies.

Once you can pull the camera back from his strangely unventilated visage, you notice you’re no longer at the river, but at a compound half way across the map!

Coincidentally, this is where the next battle takes place.  Funny, that.

Really, developers.  By having the dog-fight you immediately lost the advantage of him dying where you wanted.  Unless you scripted him to come down in the compound, the chances of him dying there were close to zero.

And the whole ‘my face is whole, even though I had a discussion with your shotgun’ thing means you didn’t think this out properly.  Far Cry is about choice.  You can sneak or go in guns blasting, you can snap necks in silence or beat them with a baseball bat, you can go in the front door or sneak in from behind.

The fact that they assume the bad guy will have any bits left at all by the end of it is ludicrous.  Imagine if I’d used a rocket launcher … 1

Of course, that didn’t annoy me, that just amused me.

My character being stupid for the sake of the story?  Now that really annoys me.

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Far Cry 5

I’m not ashamed to admit it: I love the Far Cry series.  I love the visuals. I love the gameplay.

Far Cry 5 (FC5) is more of the same, with a few changes/tweaks.

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L.A. Noire: Auto Fanatic Achievement

I ended up getting L.A. Noire on the Switch. Mostly because I was really curious how they fit all that data (3 XBox 360 discs) on one cartridge2.

I thought I’d go for the various achievements this time, since I knew what to expect, and wasn’t ‘burned out on it’.

The hardest achievement seems to be the Auto Fanatic, in which you have to drive every type of vehicle (95 of them) in the game. Continue reading

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The Beginner’s Guide

The Beginner’s Guide (TBG) is an Explorable Story by Davey Wreden2. Actually, TBG is more an Explorable Biography.  Or, perhaps a look at game development.  Or … or … look, it’s something, ok?

TBG shows off various game experiments done by Davey’s friend, Coda.  Davey takes us through some game experiments written by Coda which explore various game and philosophical ideas that Coda had.  For some reason, Coda gave up making these experiments in 2011 and Davey is hoping that by putting these experiments out there in one coherent package, it might show Coda how much people can appreciate them, and encourage him to start them again.

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Zelda: Breath Of The Wild

Let’s be clear here: the last Zelda I played was Windwaker on the Gamecube.  The first one I played was The Legend of Zelda on the NES (Grey cartridge, not the gold one).  But really, I’ve missed out on everything between Windwaker and Breath Of The Wild (BOTW). Continue reading

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I like Rime.  Perhaps not as much as I was hoping, but I like it.

Now, what do I want to say about it?

Part of the problem with a game like Rime, or rather, the story in the game, is that saying too much might well spoil it.  So, I’m going to try to avoid spoiling the story, while talking about how the game feels and plays.

I might cover the story another time, but I’m not sure if I have enough to say about it.

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Mass Effect: Andromeda

Mass Effect Andromeda Title

I was curious how Bioware would do Mass Effect: Andromeda (MEA), given that (as best I can tell) the Mass Effect relays where destroyed at the end of Mass Effect 3 (ME3) and, I think, most of our crew were dead.  Or changed. Or something.  Really, it was all very confusing.

Suffice it to say that it felt very final … ish. Continue reading

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What Remains Of Edith Finch

What Remains Of Edith Finch (Remains) is an explorable story by Giant Sparrow.  It’s ‘told’ from a first person perspective as you (initially as the Edith Finch from the title) return to the Finch’s family home, seven years after her Mother moved them away.

Remains is similar to Dear Esther and Gone Home in that walking around triggers bits of the voiceover/story.  However it’s a little closer to Everybody’s Gone To The Rapture in that there are actions you need to take and small puzzles to solve in order to progress.

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With a title like Everything and the ‘hook’ that you’ll play as every Thing,  this game is ambitious.  I also suspect some people will take issue with this being a game at all.

Everything is … about every thing.  Everything is … an exploration of being every Thing.  Everything is … very damned hard to explain.  So, here, I’ll try to explain it2.

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