Far Cry 3 Art Assassins Creed Black Flag Freedom Cry Concept Art

2012 video game

2012 video game

Far Weep iii
Far Cry 3 PAL box art.jpg

Embrace art featuring antagonist Vaas Montenegro

Developer(s) Ubisoft Montreal[a]
Publisher(south) Ubisoft
Director(s)
  • Patrick Plourde
  • Patrik Méthé
Producer(due south) Dan Hay
Designer(s)
  • Kevin Guillemette
  • Jamie Keen
  • Andrea Zanini
Programmer(south) Cédric Decelle
Artist(s) Jean-Alexis Doyon
Writer(s)
  • Jeffrey Yohalem
  • Lucien Soulban
Composer(s) Brian Tyler
Serial Far Weep
Platform(s)
  • Microsoft Windows
  • PlayStation 3
  • Xbox 360
  • PlayStation 4
  • Xbox One
Release

Nov 29, 2012

    • AU: November 29, 2012
    • European union: November 30, 2012
    • NA: December 4, 2012
  • Classic Edition
    • WW: June 26, 2018
Genre(s) First-person shooter
Mode(southward) Unmarried-player, multiplayer

Far Cry 3 is a 2012 first-person shooter game developed past Ubisoft Montreal and published past Ubisoft. Information technology is the third main installment in the Far Cry serial after Far Cry 2. The game takes place on the fictional Rook Islands, a tropical archipelago which can be freely explored by players. Gameplay focuses on gainsay and exploration. Players tin can utilise a variety of weapons to defeat man enemies and hostile wildlife, and the game features elements found in role-playing games such every bit skill trees and experience. Afterwards 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.

Ubisoft Montreal collaborated with Ubisoft's global development squad, including Massive Amusement, Ubisoft Shanghai, Ubisoft Bucharest, Ubisoft Reflections and Red Storm Entertainment. The game's evolution was partially restarted in 2010 later on the difference of several key creative staff. The team evaluated the feedback for Far Weep two and identified areas that needed to be improved or removed. The squad spent considerable time designing the isle, which they described every bit the "2nd most of import character" in the game. Inspirations were taken from films and TV shows such as Apocalypse Now and Lost, as well equally video games The Elder Scrolls V: Skyrim and Red Dead Redemption. Michael Mando was hired to portray Vaas Montenegro, an antagonist the team compared to Darth Vader.

The game was announced in June 2011 and Ubisoft promoted the game with various companion apps, webseries and crossover. It was released for Microsoft Windows, PlayStation 3 and Xbox 360 in November 2012. The game received disquisitional acclaim upon release, with praise directed at its characters (especially Vaas), world design, visuals, progression, and gameplay, though the game's multiplayer modes received criticism. Despite weak pre-order sales, nearly 10 one thousand thousand copies of the game were sold. It was nominated for multiple year-end accolades including Game of the Twelvemonth and Best Shooter awards by several gaming publications. Ubisoft supported the game with downloadable content and released Far Weep iii: Blood Dragon, the game's standalone expansion, in 2013. A successor, Far Cry 4 was released in November 2014. The game was re-released for PlayStation 4 and Xbox One in June 2018.

Gameplay [edit]

Fire spreads apace in the game's vegetation, which can be used to kill or distract enemies.

Far Weep 3 is a first-person shooter assail the fictional Rook Islands, a tropical archipelago somewhere in the Pacific, controlled by pirates and mercenaries.[ane] Players portray Jason Brody and can arroyo missions and objectives in a variety of means. They can kill enemies by utilizing firearms such as assault rifles, sniper rifles, grenade launchers, rocket launchers, and explosives like land mines and grenades.[2] Alternatively, players can utilize stealth to avoid the attention of enemies. For instance, players can lookout an enemy'due south outpost by using a camera to marker the locations of enemies,[3] or toss rocks to distract enemies.[4] The stealth approach, which can be done by using silenced weapons and combat knives,[5] can prevent enemies from triggering alarms which call for reinforcements.[6] Skills are nerveless by gaining experience from completing missions and killing enemies, and are unlocked in 3 skill copse, themed as the Spider, the Heron, and the Shark. Each skill tree upgrades different aspects of Jason'southward abilities, with the Spider upgrading his stealth takedowns and hunting skills, the Shark upgrading assail takedowns and health, and the Heron upgrading his long-range takedowns and mobility.[7] As skills are collected, a tribal tattoo on Jason'south forearm grows correspondingly.[8]

Rook Islands is an open world in which players can explore freely. Jason can travel using a variety of vehicles including dune buggies, all-terrain vehicles, cargo trucks, jet skis, boats and hang gliding. Later in the game, players will find a wingsuit that Jason tin wearable.[9] Jason will encounter different friendly settlements where he can store for weapons and materials[10] and complete side missions including hunting quests and assassination missions.[iii] Rook Islands is inhabited by a broad multifariousness of wild animals including leopards and sharks, and the game'southward artificial intelligence (AI) enables the wildlife to interact with each other to simulate a realistic ecosystem.[eleven] By hunting different animals and harvesting their corpses, players gain materials necessary for crafting new items such every bit weapon holsters and ammo pouches.[12] [13] Players can hoard light-green plants to produce syringes, which heal Jason when his wellness depletes during combat scenarios[12] or provide other gameplay advantages.[14] Players can climb unlike radio towers and remove their scramblers.[xv] 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 demand to deliver medicines equally quickly as possible from one place to another.[ten] 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 too become a location where players tin rapidly fast travel to and trade with vendors.[6] A patch was later released to allow players to reset outposts.[17] When exploring the game's world, unscripted events may occur, such every bit Jason beingness attacked past wild fauna or pirate patrols.[xviii] [xix] Players can complete Trials of the Rakyat missions, which are timed combat challenges;[20] bring together different minigames including poker, pocketknife throwing and shooting challenges;[21] and gather different collectibles such as relics,[22] letters,[23] and memory cards.[24]

The game features a 4-player cooperative multiplayer mode, which is set six months before the events of the main game. The manner features v different classes: Warrior, Rusher, Deadeye, Saboteur or Babysitter. Players can customize each class's loadouts and weapons.[25] In multiplayer, players tin can actuate "battle cry", which boosts the squad's wellness, accuracy and running speed.[26] The game includes competitive multiplayer modes including Squad Deathmatch and Domination, in which ii teams compete confronting each other to capture command points.[27] There is too Transmission, a Domination variant in which the control points are radio transmitters that modify location. In Firestorm, a team needs to ignite two fuel dumps held past another team while protecting their own from existence attack fire.[26] Killing enemies successively, reviving team members and utilizing boxing cry grant players Team Back up Points, which can be used to unlock perks like "psyche gas" which causes enemies to hallucinate all players equally 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 [edit]

Jason Brody (Gianpaolo Venuta) is on vacation with a group of friends in the fictional Rook Islands between the Indian and Pacific Oceans, celebrating his younger brother Riley (Alex Harrouch) receiving a pilot'south license. On a skydiving trip, they unknowingly land on a pirate-occupied isle and are captured by pirate lord Vaas Montenegro (Michael Mando), who intends to sell them into slavery. Jason escapes with aid from his older brother Grant (Lane Edwards), who is killed past Vaas. 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 exist the second outsider to enter their sacred temple. Afterward he returns the Argent Dragon Knife, a Rakyat relic, Jason is initiated into the tribe by priestess Citra (Faye Kingslee).

Aided by Earnhardt and CIA agent 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. Forest) and Oliver (Kristian Hodko). After several encounters with Vaas, Jason learns Vaas is Citra's brother and betrayed the Rakyat to piece of work for 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 bask all the killing while growing more than afar from his friends.

After Citra rapes Jason while he is under the furnishings of hallucinogens, she asks him to stay on the island. Deciding to remain, Jason bids goodbye to his friends and heads to Vaas'south pirate base of operations, discovering Vaas has set up a trap for him. Jason survives simply so enters a delusional, dream-like state, where he must fight multiple duplicates of Vaas. He somewhen reaches the existent Vaas and stabs him with the Dragon Pocketknife,[b] before collapsing. Jason awakens with Citra in the Rakyat temple and promises to impale Hoyt for her.

Later reaching Hoyt's island with Huntley's assist, Jason meets Sam Becker (Stephen Bogaert), Huntley'southward fellow operative, who helps him infiltrate Hoyt's personal army. During this time, Jason discovers that Riley is alive and a prisoner of 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 fashion into Hoyt'south confidence, and he and Becker programme to kill Hoyt at a poker game. Withal, every bit 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 wing to Earnhardt'due south business firm to notice it on fire. The dying physician reveals that the Rakyat attacked the house and kidnapped Jason'southward friends. Jason confronts Citra at the Rakyat temple just she drugs him and captures Riley. Citra tells Jason that she has fallen in dear with him, believing him to be a powerful warrior of Rakyat fable, and that she volition "free" him. Jason dreams of walking a fiery path with the Dragon Pocketknife, with Liza actualization equally a monster in his dream. He awakens belongings Liza at knifepoint and is given the choice to relieve his friends or allow them to exist killed 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 get out the isle 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 amend than this. If Jason kills Liza, he and Citra later take sex in a ritual. Later, Citra stabs Jason, telling him as he dies that their kid 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 embankment while the credits roll.

Evolution [edit]

Ubisoft Montreal served as the game's atomic number 82 developer and was responsible for creating the game'south single-player. It was a global product that involved multiple Ubisoft studios: Massive Entertainment created the game'south multiplayer portion, Ubisoft Shanghai designed the missions and crafted the AI of wildlife, Ubisoft Bucharest provided quality assurance, Ubisoft Reflections assisted Montreal on the pattern of vehicles, and Cherry Storm Entertainment was responsible for making the PC version and the game'south user interface. W Studio created early on concept fine art for the game.[31] The game's pre-production started in 2008,[32] and more than ninety people worked on the game.[33] Far Cry 3 was initially planned to form a single cohesive narrative with the previous installments of the series, though this was abandoned when the game'south 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 six, 2012, Ubisoft confirmed that the game had been released to manufacturing.[35] Far Cry 3 is the offset game in the series to use the Dunia 2 game engine, a heavily modified and upgraded version of the Dunia engine used in Far Cry ii. The Dunia 2 engine was made to amend the performance of Dunia-based games on consoles and to add more circuitous rendering features such as global illumination.[36] [37]

Gameplay design [edit]

The squad avoided creating distinct levels. Every bit opposed to traditional game pattern – in which designers advisedly calculated where and how to place environmental objects on a grid – the team instead experimented with dynamic cover design and utilized an algorithm provided by the Dunia Engine to quickly procedural generate the layout of a big surface area. The team would then manually adjust the placement of unlike objects and test the output. By avoiding repeating patterns, this enabled the world to 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 exist logical and grounded. For case, some enemy outposts are sites of industries, crucial for the pirates to operate at Rook Islands. The squad 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 globe'south brownie.[32] When creating the globe'south infinite, the game was inspired by The Elder Scrolls series and Red Dead Redemption in how these serial advantage players with progression. However, the team wished to avoid repetitiveness in gameplay, and created over 250 dissimilar hostile encounters and a system that remembers each encounter and only recycle information technology after extended play.[38] The team believed that this helped raise the diversity of the experience.[39]

The team evaluated the gameplay elements from Far Weep 2 and determined which gameplay elements they should include or improve. Weapon degradation and malaria infection were removed as the team thought that information technology fabricated the game less fun. According to producer Dan Hay, Far Cry two 's globe was barren and lacked reactions to players' deportment. Therefore, the team decided to make the world more lively with the goal of creating "an actual civilization" for players to run across.[32] In Far Cry iii, players' actions touch on the game's earth, with Vaas'southward influence gradually reducing after Jason liberates a hostile camp.[twoscore] The world of Rook Islands was designed to be filled with opportunities and activities for players, enticing them into exploring so that they would non experience bored while traveling inside the game'southward world. The team introduced side quests which permit players to learn more about the history and inhabitants of the islands. The globe was designed to be empowering, and so that players were free to do what they wanted in the world without existence hurried into completing the principal quests.[41] The team also attempted to increase the accessibility of travel past 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, Hay assertive that the game respects players' choices. He as well believed the team had crafted a meaningful open world,[32] and Rook Isle was considered to be the "second almost 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 including Apocalypse Now and Lost.[44] The team decided to return to an island setting, similar the start Far Weep, as a narrative decision made during the game's early evolution. The squad 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 [edit]

Level designer Mark Thompson stated that in a Far Cry game, morality was not absolute and that at that place was always "a moral gray infinite". The squad intentionally avoided introducing a morality system which would guess players' actions. Gray morality is seen every bit Jason murdered the pirates in order to rescue his friends and survive on the hostile island.[46] The team took inspiration from Apocalypse At present, The Deer Hunter, and Deliverance when they were writing the story.[47] They understood the game as a beginning-person shooter, which involves killing many non-playable characters to succeed, and the squad wanted a story that embraced the concept of shooting to prevent narrative dissonance that might hinder the story and the overall experience.[48] As Jason kills more people, he becomes increasingly tolerant toward violence. Hay stated that players will slowly see the transformation in Jason, every bit 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 reverberate his destabilizing psyche. Thompson described them every bit "introspective sequences" in which Jason'due south conscience questions the players' actions. When he was writing these sequences, Jeffrey Yohalem was inspired by the dreamlike levels from Prince of Persia.[49] Jason's friends view him differently and he will begin experiencing post-traumatic stress disorder. Despite his explanatory closing narrative, the game left room for estimation.[46] Ultimately, Hay stated that the story was about the cost of becoming a hero, and how heavy the toll tin be in 1'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 grapheme, in which players have fun playing the game, while Jason is forced on a terrible journey killing people. Being able to freely explore the game world and bask the activities information technology can offering, while ignoring the urgency to salve Jason's friends, was meant to reverberate players' inner mindset. Co-ordinate to Yohalem, the game tin reveal a player'south personal perspective,[32] and asks whether players are willing to "kill these characters in the game in order to end your amusement".[51] This creates a sense of discomfort to players. Yohalem, when creating the story and the earth, was inspired by Pulp Fiction, A History of Violence, Requiem For a Dream and Exit Through The Gift Store. As opposed to Far Cry 2 's oppressive world, the game was inspired by Alice 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 existent people.[52] The story was widely criticized for racism and colonialism, though Yohalem dedicated information technology by calling the game "the opposite of Avatar" as the local indigenous people did not demand Jason'due south assistance and he was beingness manipulated into doing what the people wanted.[51] He insisted that players need to approach the game like a riddle so as to understand the subtext and 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 graphic symbol was redesigned afterward Michael Mando auditioned for the role, every bit his physicality was very dissimilar from what the developers had planned. Bull's physical fierceness transformed into the villain's emotive and volatile personality. A second iteration of the grapheme 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 squad envisioned him to exist a mannerly but menacing villain.[54] Hay compared Vaas to Darth Vader, in which his presence is ofttimes 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 cemented Jason's early on status as a "victim".[56] Yohalem added that Vaas'southward death at the game's midpoint was inspired by the novel To 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 utilized move capture so that actors could convey more-complicated emotions on-screen.[57] Enemies are controlled by AI which was designed to be believable, such equally when untrained enemies would brand mistakes during combat.[58] Elias Toufexis initially was chosen to voice Jason Brody, though he was replaced past Gianpaolo Venuta two years later.[59]

Multiplayer [edit]

Massive Amusement handled the game's multiplayer development. According to David Polfeldt, the managing managing director of Massive, the team was involved at the early on stage of development and the opportunity helped diversify their portfolio, equally the team had but had experience working on real-time strategy games like World in Conflict.[33] Magnus Jensen, the multiplayer portion's creative director, stated that the multiplayer carries the theme of insanity from the unmarried-player. To accomplish this, the competitive multiplayer allows players to use supernatural elements to combat enemies, while the cooperative multiplayer features characters that are "equally unhinged equally any of the characters" in the unmarried-player manner.[60] The multiplayer was also said to include elements normally plant in independent games and social games.[61]

Promotion and release [edit]

Far Weep 3 was announced in June 2011 during Ubisoft's printing conference at E3 2011.[62] [63] A closed beta for the game's multiplayer portion was launched for players who purchased Tom Clancy's Ghost Recon: Future Soldier at GameStop before May 22, 2012.[64] A companion app named Far Cry The Outpost was released for iOS and Android to allow players to manage their multiplayer loadout and monitor their progress.[65] A Uk-exclusive companion app named "Insanity Mirror" imagines what players would look similar if they are trapped on an isle.[66] A Facebook app named "Vacation 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 by Royal Mail service for free.[67] To promote the game at PAX East, players who shaved their caput or received a permanent tribal tattoo would receive a free copy of the game.[68] At PAX Prime number, attendees tin shave their caput into a mohawk to look similar Vaas.[69] Ubisoft commissioned Michael Lambert, a Minecraft enthusiast, and artists Axel Janssen and Yohann Delcourt to create a custom map and texture pack mimicking Far Weep three 'southward setting and characters within the popular indie game Minecraft. The Minecraft texture pack was released, along with a Far Cry 3-Minecraft custom adventure map, on October 26, 2012.[70] A 4-part webseries named Far Weep: The Experience, which stars Mando as Vaas and Christopher Mintz-Plasse as himself, was released.[71]

The game was initially set to be released on September iv, 2012, for Microsoft Windows, PlayStation 3 and Xbox 360.[72] This was delayed to November 29 in Europe, the Middle E and Africa (EMEA) regions and December four in the Us, to give boosted time to complete the game.[73] On launch date, the Windows version of the game suffered from server issues which temporarily caused the game to exist unplayable.[74] Players who pre-ordered the game gained access to "The Lost Expeditions" pack which includes two single-role player missions named The Forgotten Experiment and Ignition in the Deep and a flare gun for multiplayer.[75] Players who preordered the game at GameStop gained access to the "Monkey Business Pack", which adds four missions to the game.[76] European players could also purchase the Insane Edition which includes all pre-lodge bonuses and all other forms of launch downloadable content (DLC), along with a Vaas bobblehead and a survival skill manual for usage in existent situations of danger.[77] Uplay users can unlock bonus content ranging from a new mission to customizable items.[78] 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.[79] Non included in the package were "High Tides", a PlayStation 3-exclusive DLC that concludes the cooperative multiplayer modes with two missions,[80] and Far Cry iii: Blood Dragon, the game's standalone expansion.[81] Blood Dragon was a parody of 1980s activity films, cartoons and video games and takes place on a retro-futuristic open world isle with players assuming the action role of the military cyborg Sergeant Rex "Ability" Colt.[81] [82] Far Cry 3 and Blood Dragon were later bundled with Far Cry 2 and Far Weep Classic in a compilation game named Far Cry: The Wild Trek for PS3, Xbox 360, and PC.[83] Starting from May 29, 2018, players who purchased Far Weep 5 's season pass or the Gold Edition on PC can gain access to the Classic Edition, the game's re-release for PlayStation 4 and Xbox One.[84] The Classic Edition was fabricated bachelor for standalone buy on June 26, 2018.[85]

Reception [edit]

Critical reception [edit]

Jim Sterling from Destructoid felt 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 from Game Informer agreed, calling the story "compelling". The game's cast of side-characters was praised for their acting and label. Mando's performance every bit Vaas was praised by critics: Ryan Taljonick from GamesRadar stated that his presence made some missions memorable.[92] Mitch Dyer from IGN noted that Jason is a relatable grapheme due to his many flaws.[94] Kevin VanOrd from GameSpot questioned some of the narrative decisions, such as the heavy emphasis on drug apply.[93] Other story beats, such as Jason's transformation into an constructive combatant inside a short catamenia of time[96] and Vaas'southward early on expiry in the story, were criticized.[97] Both Bramwell and Tom Francis from PC Gamer remarked on the main quest'southward linear pattern,[xc] which Francis described as a "guided tour of all the clumsiest ways to brew story and videogames together until both of them interruption".[16] Arthur Gies from Polygon criticized the story for being clichéd. The game'southward handling of discipline matter similar misogyny and homophobia and its usage of the white savior trope were likewise criticized.[98]

The island setting received disquisitional acclamation. Tom Bramwell from Eurogamer stated that the isle was the master reason he became absorbed by the game, mainly due to the game's various activities and the island's rich history. He liked the artificial intelligence of the game'due south wild animals, which makes the game unpredictable.[xc] Bertz agreed, maxim that the surroundings was "varied" and "gorgeous", and appreciated its design for accommodating multiple playstyles.[91] VanOrd appreciated the effort Ubisoft had put into designing Rook Islands, saying that "Far Weep 3 isn't then much almost the story as it is about its globe", and called the world "enthralling" and "focused". VanOrd also liked the ecology, which interacts with each other and helped make the world more believable.[93] Dyer enjoyed finding the game's collectibles, which helped enrich the island'due south history. According to Dyer, the game had an "astonishing sense of place" and "captivating civilization and scenery".[94] Arthur Gies from Polygon was also impressed by the world pattern, which he felt allowed various emergent events to occur and systems to menstruation and intertwine with each other.[95] Taljonick added that the emergent gameplay contributed to some personal stories which are unique to each player.[92]

Critics generally enjoyed the gameplay. Sterling praised the liberty given to players to approach objectives, though they felt that many of the side-objectives became repetitive very quickly. They praised the game'due south increased accessibility, though they noted that travel was an annoyance for them.[7] Bramwell appreciated players' freedom, citing stealth as one of the game'southward strengths and noting combat'south adaptive nature. VanOrd agreed, calling stealth "a nail" and praised the game for presenting opportunities that permit players to experiment and be creative.[93] Dyer agreed, saying that the game's activeness tin can be exhilarating and that actions can be chained together.[94] Bertz and Taljonick liked the gameplay improvements such equally the inclusion of fast-travel points and the removal of weapon malfunctioning,[92] though Bertz was disappointed that the AI-controlled homo enemies were not more adaptive.[91] VanOrd liked the gunplay and vehicular command, and the game's sense of progression presented due to the inclusion of role-playing game elements,[93] though he and Francis lamented the respawning enemies, which they felt were frustrating.[16] [93] Gies praised the game's wealth of content, though he warned that such could exist "intimidating".[95]

The multiplayer component of the game was considered equally a disappointment. Sterling remarked that the game's competitive multiplayer lacked new ideas and compared it to Phone call of Duty. They liked the efforts put into cooperative multiplayer which they compared to Left 4 Dead, only criticized the lack of characterization for the actor 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.[90] Bertz called the cooperative mode "a fun diversion", though he lamented clumsy movements and sub-par hitting-detection mechanics as factors that hindered competitive multiplayer's appeal.[91] VanOrd felt that the cooperative mode did non use the excellent open up world created by the team, though he praised the "unique twists" featured in the progression organisation. Dyer had a more than negative view on the multiplayer components, calling them uninspired and criticizing the confusing map pattern. He felt that the cooperative component fabricated the game a "mindless shooter with senseless management",[94] and farther criticized the lack of difficulty scaling.[94]

Sales [edit]

The game'due south preorder sales were beneath Ubisoft's expectations.[99] In the Us, it was the sixth-bestselling video game according to NPD Group. It was also the second-biggest launch for a video game in the region in Dec.[100] In Jan 2013, it became the 2d-bestselling game, trailing behind Black Ops II.[101] In the Britain, it was the 9th-biggest launch for a video game in 2012. In its week of release, it became the 2nd-bestselling retail game, simply behind Call of Duty: Black Ops II.[102] Far Cry iii later toppled Blackness Ops Two as the bestselling game of the week during Christmas.[103]

More than 4.5 million copies were shipped to retailers in December 2012.[104] In October 2014, Ubisoft announced that approximately x million copies of the game had been sold.[105]

Awards [edit]

Major awards and nominations
Year Award Category Consequence Ref.
2013 New York Videogame Critics Circle Awards Best Game Nominated [106] [107]
All-time Writing in a Game Nominated
All-time World (Rook Islands) Nominated
Best Overall Interim (Michael Mando as Vaas Montenegro) Nominated
16th Annual D.I.C.E. Awards Game of the Year Nominated [108]
Action Game of the Year Nominated
Outstanding Achievement in Blitheness Nominated
Outstanding Achievement in Art Management Nominated
Outstanding Achievement in Game Direction Nominated
Outstanding Achievement in Original Music Composition Nominated
Outstanding Graphic symbol Performance (Vaas Montenegro) Nominated
9th British Academy Games Awards Best Game (Dan Hay, Patrick Plourde, Patrik Methe) Nominated [109]
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 Dandy) Nominated
Story (Jeffrey Yohalem, Lucien Soulban, Li Kuo) Nominated
National Academy of Video Game Trade Reviewers Awards Game of the Year Nominated [110]
Art Management, Contemporary Nominated
Control Blueprint, 3D Won
Direction in a Game Cinema Nominated
Game Blueprint, Franchise Nominated
Graphics, Technical Won
Lead Operation in a Drama (Michael Mando as Vaas Montenegro) Nominated
Lighting/Texturing Nominated
Original Dramatic Score, Franchise Nominated
Audio Furnishings Nominated
Writing in a Drama Nominated
Game, Franchise Activeness Nominated
Game Developers Selection Awards All-time Technology Won [111]
Best Visual Arts Nominated
Game Audio Network Guild Awards Audio of the Year Nominated [112] [113]
Audio Pattern of the Year Nominated
All-time Dialogue Won
Best Audio Mix Won
Gilded Joystick Awards Game of the Year Nominated [114] [115]
Best Visual Blueprint Nominated
Best Gaming Moment (The Definition of Insanity) Won
The 4th Canadian Videogame Awards Game of the Year Won [116]
Best Console Game Nominated
Best Animation Won
Best Game Design Won
Best Game Innovation Nominated
Best New Graphic symbol (Vaas Montenegro) Won
Best Visual Arts Won
Best Writing Nominated
Future Shop Fans' Pick Award Won

Legacy [edit]

The game's success helped elevate the franchise'due south status, which is at present viewed as a blockbuster series with a strong identity.[117] Dom Peppiatt from GamesRadar wrote that Far Cry 3 and its expansion Blood Dragon helped cement Ubisoft'southward domination in the open-earth showtime-person shooter genres and its position every bit both a developer and publisher.[118] Many features from Far Cry three, such as the presence of towers and wildlife hunting, were later used in other Ubisoft non-Far Cry games.[119]

Ubisoft initially planned to make a direct-narrative sequel to Far Cry 3, which involved the return of Jason every bit the game's protagonist and other supporting characters and the resurrection of Vaas. The plan was rapidly abandoned.[120] A sequel, Far Cry 4, set in the Himalayas region, was released on November xviii, 2014, for Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox I. It features a new cast of characters and a new map.[121]

See besides [edit]

  • "Paper Planes" (2008) by MIA, the song used in the opening cinematic sequence.[122]

Notes [edit]

  1. ^ Additional work was provided by Massive Entertainment, Ubisoft Shanghai, Ubisoft Bucharest, Ubisoft Reflections, and Red Storm Entertainment.
  2. ^ In Far Cry vi (2021) and its downloadable content, Vaas Montenegro: Insanity, it is implied that Vaas survived his encounter with Jason.

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External links [edit]

  • Official website

taylorformened.blogspot.com

Source: https://en.wikipedia.org/wiki/Far_Cry_3

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