As
previously mentioned, I literally spent decades away from video
gaming, only returning with the console generation currently in
place. Naturally, I missed a lot—a lot. I stopped when 3D gaming
had just appeared and was therefore shocked to see how far it
evolved; Tomb Raider on PS1 is an entirely different
experience than Tomb Raider: Definitive Edition on PS4. It
means I also missed the entire evolution of Far Cry games—almost a
dozen, and counting. Seeing the most recent title had a chance at
real world relevancy (gun-loving religious cult takes over a portion
of rural America) and wanting to know how a franchise could arrive at
its twelfth iteration (depending how you count) without falling apart
somewhere along the line, I decided to have a go at Ubisoft’s 2018
Far Cry 5.
An
open world, first person shooter, Far Cry 5 is at its core the
infiltration and take down of the religious cult calling itself
Project at Eden’s Gate (PEG). Led by the charismatic (in cable tv
terms) Joseph Seed, the cult has steadily taken over Hope County,
Montana using a combination of fundamentalist Christian ideology and
an undying (har har) belief in the right to bear arms. PEG gaining
followers (or corpses) via force, the federal government catches on
and sends a squad to arrest Seed. The game opening on that arrest,
things do not go as planned, and the player suddenly finds themselves
alone in the mountains and forests of Montana with the cult and Seed
hot on their heels. Let the fun begin.
The
cult occupying outposts, building monuments, patrolling the roads,
taking hostages, terrorizing towns, and in general taking over Hope
County, Far Cry 5’s central gameplay mechanic is to earn
Resistance Points by destroying their operations one piece at a time,
and in that process be able to earn enough points to tackle the
bosses, and win the game. Money needed to buy and upgrade weapons,
it can be acquired through raiding and looting, but can also be
gotten through hunting and fishing—a natural fit to the beautifully
rendered Montana landscape. On top of this, there are a number of
mini environmental puzzles that lead players to stashes of upgrades,
special weapons, money, and other goodies. Driving, flying,
shooting, and stealth the main mechanics, players can go in to
situations guns blazing or sneakily, both options equally viable
toward victory.
The
major element of choice that Ubisoft recently experiments with in its
open world games is: how to create a story campaign that fulfills
itself non-linearly. Where titles like Uncharted and Tomb
Raider force players to follow a single storyline, games like
Watch Dogs or Ghost Recon: Wildlands set a story
premise at the beginning, give players the end target, and then, with
as much freedom as possible, allow players to achieve that target
along lines they see fit within the game’s system. And with Far
Cry 5 this really works well. Three side bosses needed to be
taken down before players can tackle the big boss Joseph Seed, how
they go about accumulating the points to take down these bosses is up
to them. I love Witcher 3, and to some degree it also allows
players to roam its open world how they see fit. But ultimately
players must conform to the storyline or progress cannot be made. In
Far Cry 5 and its Resistance Point system, progress is made
with essentially anything the player does. The amount of points
earned depending on the activity and its complexity, all nevertheless
contribute to the larger goal. To be clear, Far Cry 5’s
story cannot hold a candle to the Witcher 3’s let alone
light a match, but in terms of the pure freedom allowed to accomplish
the game’s objectives, it outshines. Given the main idea of Far
Cry 5 is taking down a cult whose beliefs include the freedom of
religion and guns, I find this wonderfully ironic.
I
have read complaints that Far Cry 5 is not political
enough—that it does not develop its premise to the point of drawing
a clear moral line in the dirt. I can’t help but feel many of
these people were looking for a direct message along the lines of:
‘religion and guns are bad’. While I generally agree with
this sentiment, it’s clear that Ubisoft is simply too massive a
company with too many stakeholders (i.e. a wide spectrum of political
beliefs supports its financial wellbeing) for them to come across
with so overt a political message—to choose sides, as it
were—without losing a good chunk of said support. It seems obvious
Ubisoft believe Far Cry 5 is foremost a game, not a political
platform.
The
game’s premise alone may be political statement enough, however.
Aliens, zombies, gangsters, robot dinosaurs, demons, ninjas, enemy
soldiers—these are the typical cannon fodder of video games. In
previous Far Cry games, enemies were likewise abstract: pirates,
mercenaries, arms smugglers, etc.—aka people “ok” to kill. In
Far Cry 5, however, the enemy are people in America’s
backyard, people whose enthusiasm for fundamentalist religious values
and 2nd Amendment rights rides the fine line between the patriotic
and dangerous. They are our neighbors and fellow citizens—people
who perhaps even play Far Cry 5. Potential threats to
real-world life and safety, it’s nice to see a game portray them a
step away from real terrorism. This lack of abstraction is, I
believe, political statement enough.
But
gun-loving, religious kooks are not the only characters the player
will encounter in Far Cry 5. Natural parts of the American
demographic, and therefore natural parts of the game’s, so too does
the game feature conspiracy theorists, war veterans, freedom lovers,
and all other manner of gun-loving people. It’s no surprise then
that not all of the gunfights, shootouts, death, etc. are initiated
by the player. It’s not uncommon to hear gunfire in the distance,
and upon approaching find locals and cultists in a bloody shootout.
If one looks at America from a certain, small, very exclusive
viewpoint, this conflict, made from religion and half-baked opinion,
and spiced with bullets and blood, is not too far removed from
reality.
Overall,
Far Cry 5 has an intriguing premise that emphasizes open-world
gameplay over politics, and tries to make use of its beautiful, open
world depiction of Montana in many natural ways. Hunting and fishing
are integral, as is riding four-wheelers, flying puddle jumpers,
driving 4x4 trucks, etc. From cars to towns, characters to animals,
the game looks and feels like rural Merr’ka. The main storyline
is not the most sophisticated; there were many moments I rolled my
eyes at its cheapness. (Only the front end and some of the side
missions fully engage.) Thus, emphasis clearly was placed on giving
players freedom to accomplish the game’s goals as they see fit
(versus step by step story direction), which, fair enough, is a real
niche in the market, and here is delivered in a tight package.
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