Far Cry Primal

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Far Cry Primal Review

Being able to offer players something new is certainly not an easy task, but Ubisoft has in recent years proven to handle and, while relying regularly on its strongest brands, has always proposed parallel new IP and least interesting projects. 2016, however, is a special year for the French company: the new chapter of Assassin’s Creed takes a break and the fifth Far Cry episode arrives on our console heavily revised and with a variation on the important issue. necessary changes, this is no doubt, but changes will be managed?

Farewell Himalayas, welcome mammuttoni
Far Cry Primal, as the name suggests easily, abruptly abandons the contemporary era to throw in the Stone Age tribes between violent and hostile world ready to make us apart into a thousand different ways.
Over the last few months, Ubisoft has tried to get to the public, including through dedicated press events, the message that Far Cry Primal would honor the era tools, trying to give a boost to his game very realistic, while leaving intact all the elements that have always made Far Cry one of the most spectacular free roaming to play. Unfortunately, the end result was very different from our expectations.
This time we will interpret Takkar, warrior of incredible powers, and unique hunter of the tribe of Wenja to be able to control the most ferocious beasts. A skill so incisive that might be the only way of salvation for the whole tribe, scattered in the valley Oros and constantly under fire from the assaults of Izila and Udam, the two rival tribes.
Without going too much into history, just know that your task will be to save from the fury of your enemies your brothers and unify the tribes in one village of huts.
You’ll start of course without too many instruments to go to war but, with the passage of time and with the arrival on the scene of a multitude of secondary characters much over the top, you will learn the true way of the hunter, enhancing your skills, acquiring new tools to hunting, such as traps and throwing shrapnel, and powerful new abilities. In the game, all this results in a system of well-known to the progression of the series lovers, with levels and experience points that will give you access to branches of skills, freely selectable in order to adapt your style of play in Takkar.
Not forgetting talents to make your alter ego stronger, faster or able to teach the most dangerous beasts, but spend the points will not be a particularly needy task of strategy, given that the title will allow you to collect with time every single talent for Takkar, without the need to then study a specific build.
As your power grows, it will also increase the enemies that the quests will take you to meet. From simple cavemen clothes skirts skin will get to face armored archers and opponents capable of pulling poisonous bombs or ancient prototypes of “Molotov cocktails”, a solution that does turn up a little ‘nose, if in fact we think of the historical period, but justified within the game with the specific worship of some deity that make fire and poison their religious symbols.
It is a system that has allowed Ubisoft to add to the arsenal at our disposal some tools more than simple weapons and bows, however factor not enough to bring prestige to gameplay that is soon to be too repetitive.
We speak not only of the combat system, too crude for a title that should do the fighting melee at the heart of the action, but also a system of missions and gathering materials that already after the first hour seems to want to repeat endlessly without or find ingenious solutions that are able to change the pace.
The main storyline, meanwhile, fails to give the necessary incentive to keep playing with intensity, a problem that others Far Cry were not affected in the same way.
The choice of equipping the different tribes of a language made of screams and verses is certainly commendable for what regards the originality, but fails to involve the player in the right way, it is forced to constantly having to read subtitles do not get lost interesting twist.

Beautiful to see
This is a shame, because while you will be intent on following the on-screen dialogues will run in the background uniquely appointed scenes, enhanced by a very technical sector at the highest level. We speak not only of textures and facial expressions but of a living world, extremely detailed and magnificent views, with light effects that enhance and kidnap. Oros is a vast world, perhaps too huge if we think that the extension of the map is similar to Far Cry 4, but this time we will move only on foot without any means, yet made with meticulous care.
Only in the second part of the adventure fact we come into our possession the ability to ride some of the disciples of beasts and even mammoths subdue for more rapid and sure movements.
Takkar, as we said, is a beastmaster expert, with special powers, and with the push of a button – we would have preferred qte or more complex missions to teach the beasts – you will be able to make your mind about any fair on the board.
From small Licaoni, passing by wolves, bears, saber-tooth up to the ferocious rates of honey, all animals will bend to your will become faithful servants and helping you in battle. The ia manages the beasts in a simple and more than order him to be stationed at one point or attack a specific enemy you can not do. The mechanical stealth instead follow the footprints left by the previous chapters, with the animal on your side that adapts to your location. If you managed to tame a jaguar you can safely take out a whole field of Udam without them notice anything.
Instead of megaphones this time there are horns that can be played by the enemies to call for backup, but the game mechanics are the ones who have learned to appreciate in the past. Killed all the inhabitants of the signaling field pyre and burnt can then use the above as a point for the transporter, in order to speed up your movements and gathering resources.
There will be collected various types of herbs, stones and animal skins to expand your village, in a way that soon will annoy you. In our case, unfortunately, at one point we even turned off the animations to speed up the collection process, since precisely they could no longer see Takkar skinning beasts or tear twigs and blades of grass, a sign that the game has big problems of repetitiveness.

Many quest, few things to do
Far Cry Primal offers content that will keep you busy for peacefully over twenty hours of play, but only a dozen of these will be dedicated to the main quest. The rest is blended in a blend of collectible, side missions identical to each other and random events that allow you to increase the population in your village. In short missing more depth in the game system, as well as in the combat system, and is due probably to the short development time between this chapter and Far Cry 4. Even some nursing animations, as well as fighting against the alligators and movements the other creatures in the game, remember all too closely those seen in the previous chapter, one really annoying and uncomfortable deja vu. Just animations have ups and downs fearful, with some very intense moments and other scripted battles with ia involved falling into a deep abyss. One of the real strengths and Primal difference could lie in our owl companion, we can call up at any time, and use is a watchman and as a real bomber. Unfortunately we found it was made really unnecessary and its intangible presence for the purpose of the overall experience.

The Good

  • A huge and nice world
  • Technically solid
  • Many excellent ideas

The Bad

  • No compelling storyline
  • Extremely poor and repetitive gameplay
  • Many new features not developed properly
7

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