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About the product
- REVOLUTIONARY OPEN WORLD CO-OP: Far Cry 4 allows for a second player to drop in and out at any point, re-imagining the cooperative experience in the true spirit of Far Cry for the next generation.
- MASSIVE OPEN WORLD: Discover the most diverse Far Cry world ever created. With terrain spanning from lush forests to the snowcapped Himalayas, the entire world is alive…and deadly.
- ABUNDANT NEW WILDLIFE: From leopards, rhinos, black eagles, and vicious honey badgers, as you embark on your hunt for resources, know that something may be hunting you...
- NEW WAYS TO GET AROUND: Scout enemy territory from above in the all-new gyrocopter and then plummet back to earth in your wing suit. Climb aboard the back of a six-ton elephant and unleash its raw power on your enemies.
- POWERFUL NEW WEAPONS: Choose the right weapon for the job, no matter how insane or unpredictable that job might be. With a diverse arsenal, you’ll be prepared for anything.
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Discover the Most Diverse Far Cry Open World Ever Created
Deadly and Abundant Wild Life
From leopards and lack eagles to vicious honey badgers, Kyrat is home to abundant wildlife. As you embark on your hunt for resources, know that something may be hunting you...
New Ways to Navigate
Scout enemy territory from above in the all-new gyrocopter and then plummet back to earth in your wing suit. Climb aboard the back of a six-ton elephant and unleash its raw power on your enemies.
Right Weapon for the Job
Choose the right weapon for the job, no matter how insane or unpredictable that job might be. With a diverse arsenal, you’ll be prepared for anything.
Play Open World Co-Op with a Friend
Not every journey should be taken alone. Far Cry 4 allows for a second player to drop in and drop out at any point, reimagining the co-op experience in the true spirit of next gen. Take over outposts, hunt, and discover and explore the living open world of Kyrat together.
In Far Cry 4, you won’t just explore Kyrat; you will also uncover its rich mythology. Transcend into the depths of your own mind and discover the spiritual world of Shangri-La, a fabled place sought after by mortals in hope of finding enlightenment. You will fight as a mythical warrior alongside a resilient and fearless white tiger – The Protector of Shangri-La. Work together to defeat the many evil enemies that have taken over Shangri-La, in the hope of restoring peace to the land of Kyrat.
SEQUEL TO THE #1 RATED SHOOTER OF 2012*
Built from the legendary DNA of its award-winning predecessor, Far Cry 4 delivers the most expansive and immersive Far Cry experience ever in an entirely new and massive open world. With integrated drop-in/drop-out open world co-op play, Far Cry 4 re-imagines the cooperative experience for the next generation. You’ll now be able to discover and explore the living open world of Kyrat together.
Hidden in the towering Himalayas lies Kyrat, a country steeped in tradition and violence. You are Ajay Ghale. Traveling to Kyrat to fulfill your mother’s dying wish, you find yourself caught up in a civil war to overthrow the oppressive regime of dictator Pagan Min. Explore and navigate this vast open world, where danger and unpredictability lurk around every corner. Here, every decision counts, and every second is a story. Welcome to Kyrat.
*Based on Metacritic as of 12/18/2012
Top customer reviews
Ubisoft’s games are so formulaic across the board by now that, good as many of them remain, they’re intensely predictable. Even the idea of a memorable, charismatic villain has been coldly calculated and laid out in blueprint form. Following the critical success of Far Cry 3‘s Vaas, Ubisoft has realized that a strong antagonist is a great way to win praise for your narrative, and Far Cry 4‘s Pagan Min is the cynical result of this revelation. He’s flamboyant, camp, and extremely affable, brought to life wonderfully by Troy Baker. He’s genuinely enjoyable as nemesis, but he does often come across as trying too hard to be “iconic,” which is something Ubisoft products have had trouble with lately – this misguided need to shoehorn in some evocative, memorable characters and events, rather than let them happen naturally. Pagan Min as a character is helpfully indicative of Far Cry 4‘s wider problem – how contrived it all feels.
The story, while not quite as “mighty whitey” as the last game’s, is about as subtle as a claw hammer up the arse. As Ajay fights Pagan’s despotic rule of Kyrat and joins The Golden Path rebels, he finds himself “torn” between its two leaders, Amita and Sabal. I use the word “torn” lightly, because neither leaders are exactly compelling characters, and their whole rivalry is spun from whole cloth, given no real build, and escalating to farcical proportions. They seem to hate each other for no decent reason, except to present ass-pull dilemmas to the player, and the animosity is so petty, the only choice I wanted was to let their childish bickering kill them so I could start my own damn rebellion. The dialog is so artificial and obvious in its need to set the player up for a decision, I half-expected the characters to turn directly to the camera and say, “We have two different missions for you to pick in this videogame, please choose one of us to keep playing the videogame!” In moments where I was given a choice between killing someone and letting them go, I just shot them. Not because I enjoyed it, or felt they deserved it, but because I didn’t care about anybody. All the effort went into Pagan, who seems to have hogged all the personality for himself and left none for anybody else. What a tyrant he truly is!
It’s all very forced, is the problem. The tension between Amita and Sabal, the gleeful evil of Pagan, it’s like the writers knew what they wanted the audience to feel before they put pen to paper, and then sprinted headlong toward the quickest and dirtiest evocation of those feelings without regard to subtlety.
This cynicism is present in the gameplay too, as it seems to be with practically every major Ubisoft release these days. Like a paint-by-numbers book, this sequel goes through a checklist of things that happened in the previous installment and presents them without much context, letting you get on with it. From the old “climb up a tall thing to unlock sections of map” busywork, to the enemy camps that need to be cleared, right up to the “rousing penultimate battle with cool music” segment that appears in a perfectly affected “epic” fashion, Far Cry 4 sticks zealously to its formula. There’s no spontaneity in the experience, it’s all so intensely obligatory. Naturally, it also offers tons of nebulous content, with an exhausting amount of repetitive tasks to perform, and a deep well of collectible items scattered across Kyrat’s huge environment. Scale and sheer volume are placed above variety and fun – and when fun does arrive, you have to work hard to unlock it. As with the last game, your loot, ammo and even money are constrained unless you hunt animals to craft bigger inventory bags. You won’t get to level up your skills past certain barriers without taking part in “optional” missions first. You WILL respect how much “content” Far Cry 4 has, or by the Gods you’ll have a crap time.
Now, critical as I may be of the game’s artifice and repetition, I cannot deny it’s exceptionally well made, and I’d be lying if I didn’t say that it’s not still fun to survive in Far Cry‘s unfriendly, inhospitable world. It’s still immensely pleasurable to drive through mountainous paths before stealthily sneaking around an encampment to stab soldiers in the neck,and using the gyrocopter to hover above the world and see for miles is exhilarating. Everything Far Cry 3 did well, its sequel is just as good at, and while the overtly computed design of the whole thing is getting too obvious to ignore these days, I’m yet to grow tired of what this series offers overall. It does, however, feel less like I’m surviving by my wits in a harsh wilderness these days, and more like I’m in a theme park, where everything is gorgeous, thrilling, and glaringly fake.
Far Cry 4 is a game I struggled to play for extended periods of time. Every time I started a session, I was excited and had a blast. I’d hang-glide off a mountain, ride an elephant, get into a fight with a bear and take fools down with my fiercely painted automatic crossbow. For a few hours apiece, it was delightful. Anything more than that, however, and the fatigue set in. As yet more bell towers needed climbing, yet more rare creatures needed murdering so I could have a bigger wallet, as yet more enemies spotted me and dragged me into a fight when I simply wanted to pick up more drug plants, I’d get irritably tired before too long. I started every game happy, and left each one annoyed. There’s something to be said for offering a lot of content, and nothing great to be said about so much content that it overwhelms players, constantly demands their attention, and pulls them in a dozen different directions at once.
The erosion of my patience sadly had a cumulative effect as well. After fifteen hours, I was more than ready for the whole thing to end, with the final few missions being slogged through under the influence of sheer, determined willpower. My tolerance for the game weakened with every session, and it wasn’t that its quality had reduced in any way, it’s just that less is sometimes more, and this was a case of a title firmly overstaying its welcome. Considering how thin the plot really is, it’s not like the campaign needed to be so lengthy. There’s certainly a lot of padding to bump up the runtime, which is at least consistent with all the collection quests and repeated busywork. I get that this has become the standard operating procedure – stuff a game to the gills with things to do, add hours upon hours of playtime, and present an ideal picture of value for money. There’s something to be said for streamlining, though, for not cluttering one’s game to the point where unfiltered maps are impossible to navigate for all the icons littering the screen like so much detritus.
For all its visual appeal, however, Far Cry 4 remains a shallow experience. It has loads of things in it, but having a lot of things is not the same thing as having depth. With a vapid story, activities that rely more on regurgitation than anything else, and a campaign that is exciting only for as long as you can ignore how insincere it all is, this is a game that affects a meaningful experience, rather than manages to be one. Highly polished, structured with ruthless, uncanny precision, and thoroughly hollow for all its prettiness. I can’t deny it’s a quality product, but “product” is the operative word. It’s a pre-planned, pre-packaged, factory standard experience that will thrill and entice, until all the strings make themselves glaringly visible.
Anyways, as this was is a product I was pretty stoked for, I felt compelled to dust off my opinions and do the whole "game review" thing again.
This is essentially Far Cry 3-and-a-half. We meet a psycopathic antagonist right off the bat, and get tossed into a chaotic story in the midst of a tropical environment. Within hours we're climbing radio towers and liberating outposts, hunting wild animals to craft basic improvements, just as we did in the last game. It's all very, very familiar.
Now, I can't in-good-conscience climb onto my soap box and say this is bad, as Far Cry 3 was - in my humble opinion - one of the greatest video games to grace the now-dying previous generation of consoles.
What I can say however is that this is a new console generation, and a new game, from a reputable developer, and I have to think that we should be getting more bang for our buck these days.
Far Cry 4 is just more of what we loved in Far Cry 3. There are more outposts to raid in whatever manner you see fit. There are more animals to hunt, there are a few new enemy types, a few new guns, and a few new vehicles. The grapling hook addition is nice, but it's still only allowed in pre-determined locations, making path-finding still feel very scripted and guided.
The new "Karma" game-mechanic has some merit - where you're given the chance to intervene in small, skurmish-based confrontations for a chance to earn some extra scratch, as well as tokens which can be used to call in backup when you find yourself in too much hot water. However, these events seem to crop up a bit too frequently; sneaking in to an outpost and suddenly there's gunfire going off behind me as a skirmish spawns just a few yards behind me. Even worse, the guards at the outpost are completely obvlivious to it - imagine the "wow" factor if a few wandered off to join the fight, completely changing the plan-of-attack on the outpost.
The map is allegedly huge, but FEELS very small. For example, when hunting, you travel to an area of the map that shows an image of the animal you need skins from. You expect that you'll be sloughing through the woods for a few minutes at least, only to realize that the hunting "area" is only a few yards off of a road, and when you DO get there, you find that a karma event has spawned there, or at the least a group of rebels are standing around, shooting at everything that moves, and as a result, the game engine refuses to spawn the one thing you're actually there for.
And speaking of animals, they've become something of a pain. I can't take two steps in any direction without being blindsided by the quitest Rhinos I've ever seen, and every attempt to hunt will be interrupted by Eagles, swooping down to nick off a few healthpoints without any type of game mechanic to allow you to kill them.
Now, at this point it's customary to see reviewers telling you what you should do - "Don't buy this" or "rent it instead" - but I'm going to skip that step.
Far Cry 3 was epic. Far Cry 4 is basically more of the same. It's ordering a box of the same chicken nuggets you always get and adventurously ordering two different sauces.
The thing is, that second sauce costs 50 cents, and this game costs 60 bucks.
Most recent customer reviews
story the only problem was it was a bit unclear on each level of what exactly to do. I would rate it a 7-10!Read more