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So last time I spent most of the article whining that Far Cry 3 wasn’t Far Cry 2. And while that’s true, it’s not like the game is without merit. So I figured I’d spend part of this miniseries talking about what the game does well. To that end, I’ve attached the gameplay video above. What I love about this clip is that it’s 100% genuine – this wasn’t me setting up a planned event; this wasn’t take 43 of a series of attacks on this same base; this isn’t a highly edited and cobbled together “best of” compilation. It’s just me recording the taking of one random outpost (and a few humorous bits shortly thereafter).
And yet, aside from its stop-and-go pacing, it feels a bit like a promo video, doesn’t it? It highlights a variety of weapons and deployables, shows off unpredictable animal AI and the fact that enemy AI will call for reinforcements, and demonstrates several of the “we’re sticking to the first person perspective” tricks like the roll out of the car… it feels like a trailer trying to show off features. It’s a testament to the utility of the tools they’ve provided the player – every one of them useful in some capacity, and every one of them is interesting in some capacity.
Continue reading 〉〉 “Random Notes on Far Cry 3: Part 2”
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