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Far Cry 4: 10 Essential Features 
It Must Have 
http://www.gamebasin.com/news/far-cry-4-10-essential-features-it-must- 
have-2 
If you close your eyes and think of your favourite moments from Far Cry 2 and 3, they probably 
involve things going haywire in beautifully chaotic ways: being attacked by an alligator while 
swimming toward shore, silently taking out an enemy outpost using only your bow and a riled‐up 
panther, or launching a perfectly angled grenade at an oncoming enemy humvee, it exploding 
gloriously…only to land directly on your head. Far Cry 2 and 3 exemplify a special kind of sandbox 
game where the game isn’t so much about all the stuff you can do, but rather what all the stuff can 
do to each other. There are tons of incredible ways the games’ various systems interact, from 
unleashing wild animals on foes, to starting fires that spread in real time, to attaching a grenade to 
a bow and aiming directly at the gas barrel near a base’s alarm. The interplay between player and 
ecosystem, and that ecosystem with itself is something few games do at all, with fewer pulling it 
off. Far Cry scratches a specific itch that can ultimately leave other first person shooters feeling a 
little empty. Therefore it’s wonderfully exciting to hear that Far Cry 4 is (hopefully) coming this year 
to Xbox One, PS4, PS3, Xbox 360, and very possibly the TI‐82. Details are scant, but we do know 
that it takes place in the Himalayas, the game’s protagonist is not Jason Brody, and according to 
Ubisoft, “You will be equipped with a vast array of weapons, animals, and vehicles, and our highly 
detailed and interactive open‐world will let players write their own story across an exotic and 
varied landscape.” Oh, and you can ride an elephant. Yes, ride an elephant. Far Cry 2 and 3 walked 
the line between reality and fantasy in interesting ways, and it’s the kind of feature that fits 
perfectly into Far Cry’s particular of brand hyper‐reality. But what other features, ideas, and 
mechanics should be included in this much anticipated next‐gen debut for the franchise? The 
choices made by Ubisoft will define the game’s legacy on newer consoles, and in the interest of 
lending a helping hand, presented in this list are ten features Far Cry 4 has to have if it wants to
impress on the same level Far Cry 2 and 3 did. 
10. More Licensed Music 
Far Cry 3 made wonderful use of music – With M.I.A’s “Paper Planes” setting a perfect tone for the 
kind of people Jason and his friends were, the the use of Ride of Valkyries during the final mission 
being a perfect summation of Jason’s arc. The key of course is using it wisely, which Ubisoft does a 
decent job of – oddly enough in their Rayman Rabbids series, which featured several popular and 
zany songs that made that game feel special, too. Using familiar music in Far Cry 4 could make the 
foreign setting both a little more welcoming or all‐the‐more alienating. Considering how 
omnipresent American media is worldwide, it’d be great to have popular songs pop up during cut‐scenes, 
on the radio, or or even during loading screens. Lets remember how important music was 
to Far Cry 3′s flamethrower mission, where a popular Skrillex song took on a whole new light. If Far 
Cry 4 could do the same, you may never think of some music the same way again. 
9. Better Takedown Mechanics
Far Cry 3′s multiple‐takedown system was a pain in the butt to use. Outside of assassination 
missions which required you to kill a specific NPC with your knife, clicking in the analog stick to take 
out a character with your machete felt a little awkward. Worse, there was a robust system in the 
game involving those takedowns, where you could string together multiple kills using a 
combination of the analog sticks and bumper buttons. It was theoretically possible to take out 
three enemies quickly and silently this way, and actually pulling it off resulted in great satisfaction 
and great chaining animation. But pulling it off was harder than it should be, especially since more 
than the bow or the stealth elements, the ability to kill multiple enemies with a few quick buttons 
presses made you feel like the tribal warrior Jason Brody was becoming in the game. With Far Cry 
4 taking place in a mountain region, the kinds of melee weapons you have your disposal will likely 
change, as should the controls used for them. Far Cry 4 should look to tighten up this one nitpick 
from the previous game, and improve it to the point where pulling off chain kills becomes almost 
second nature. Doing so will give players a whole new way to combat situations, making the game 
more open than ever. 
8. Creative Means Of Transportation
If you’re not excited to ride an Elephant in Far Cry 4, you’re crazy. Are there Elephants in the 
Himalayas? Who cares! You’re on a freaking pachyderm! Ideally while wielding a sniper‐rifle and 
crushing enemies underneath your giant leathery foot. Yet, The Himalayan setting poses a threat 
to Far Cry 4 that long‐time fans of Ubisoft and Square‐Enix know all too well. There’s about an 80 
percent chance that a design document exists suggesting a core gameplay mechanic of Far Cry 4 
be spelunking in the Tomb Raider/Assassin’s Creed/Thief vein, and this could be a disaster. 
Platforming and first‐person gaming has never gone well, nor does the idea of standing on a tiny 
little ledge and shooting enemies above you sound particularly appealing – unless this all occurred 
in compartmentalised sections of the game such as whatever Far Cry 4′s radio tower puzzles are. 
Look, come heck or high‐water you’re gonna be climbing mountains in Far Cry 4. Making it exciting 
is of paramount importance. Thankfully the idea of a ridable elephant in Far Cry 4 is encouraging 
and continues to evolve the game’s relationship with motor‐vehicles which have included jet‐skis, 
cars, and trucks that handled serviceably but weren’t particularly exciting, as well as non‐motorised 
transport options like hang‐gliders and wing suits that made the player feel like a Navy 
Seal in a summer blockbuster. With an elephant being somewhere in the middle, and skiing being 
a no‐brainer, Far Cry 4 should deliver a traversal system that is entertaining as it is unique. 
7. Destructible Environments
Remember Red Faction: Guerrilla? That incredible game set on Mars where entire structures 
collapsed when you walloped them with your mighty Thor‐like hammer? Remember the truckload 
of games that followed it up with similarly destructible environments? Yeah, didn’t think so. 
Despite being so cool, destructible environments and structures seem relegated to the Battlefield 
series, and that’s about it. If Far Cry 4 wants to feel truly next gen and up the ante on what gamers 
can expect from first person shooters that don’t involve the military, it needs to bring the boom. 
Within reason of course – Far Cry 4 should absolutely not be a game where a rocket launcher and 
hand grenade are tools of world‐flattening destruction, but the idea of plowing vehicles through 
huts, blowing holes in walls and knocking down radio towers is so appetising it should be on a 
restaurant menu somewhere. It’s also entirely possible. Watch_Dogs on Xbox One is an open‐world 
sandbox game where there are very few invisible walls. You can knock down fences, trees, light‐posts, 
and its freeing as heck. Compare this to Grand Theft Auto games where you’d occasionally 
run up against a fence that wouldn’t budge or a strange incline your car would just smash into. This 
little change in Watch_Dogs made the idea of driving off‐road a thrilling ride because so much of 
the stuff in your way could be driven through. Now extrapolate that into a First Person Shooter 
where most structures appear made out of plastic. Being able to collapse a roof on enemies via a 
well placed shot, plow into a camp via a truck you’ve rigged with C4 to blow up their 
communications, or having the ability to cut a hole in a fence and sneak through silently adds so 
many possibilities that the game’s replay factor, it would expand mission‐approaches exponentially. 
A Grand Theft Auto retrospective on GameTrailers said it best; “Like toys, the best games are not 
only the ones you play, but the ones you can play with” – and destructible environments would 
make Far Cry 4 a macabre toy box of destruction. 
6. Lots Of Things To Do (That Get 
Progressively Harder)
Far Cry 3 had a wonderful way of unlocking new side missions by more‐or‐less forcing you to 
engage in the best part of the game – taking down guard outposts. With a successful over‐throw 
of a guard post, a message board opened up with bounty contracts, hunting missions, and some 
other distractions. As you moved your way south on the Far Cry 3 map, these outposts became 
more challenging – with heavily armoured guards, snipers and artillery prepared for your assault, 
plus the side missions they unlocked got harder too – yielding their own rewards like upgrades, 
new weapons, health bonuses, and so on. This importance of this escalation of activities cannot 
be overstated. If the guard posts were all similar, or the side‐missions were randomly generated 
content, the game would lose that sense of your character growing stronger and more adept over 
time, and the excitement of tackling the next objective would wane. Far Cry 4 would be wise to 
ape this progression. There’s nothing tastier than eliminating all threats and being rewarded with 
new goodies and new kinds of objectives to tackle that were harder then the last. if Watch_Dogs 
on Xbox One is any indication it seems the next gen has been kind to side‐content, with dozens of 
side missions that also grow in difficulty, so hopefully Ubi’s Far Cry followup follows suit and gives 
players oodles of escalating adventures to partake in. 
5. Restraint
Okay, okay, this one is boring but it’s important. Despite Far Cry 3 being a game with multiple drug 
trips, a hang‐glider, underground ruins and an amazonian princess that owes Zoe Saldana a royalty 
check – it never winked at the camera. The characters took their situation and plight seriously, 
which made the wild stuff resonate in meaningful ways. If Far Cry 4 wants to maintain the magic 
the previous two games in the franchise held, it must demonstrate similar narrative authenticity. 
The Far Cry 3 DLC Far Cry 3: Blood Dragon actually went full‐bore parody and it didn’t wear the 
genre well. The methodical and tactical gameplay clashed with a macho 80s aesthetic and tired in‐jokes 
about video game violence. It felt a bit like the jump from Saints Row 2 to Saints Row 3, where 
suddenly a relatively grounded‐in‐reality game‐world turned into one with mutants, robot cars and 
other goofy asides. Thus Far Cry 4 must be careful to mind the line between a movie like Lethal 
Weapon and one like The Naked Gun. Far Cry 2 and 3 walked this line wonderfully. Many 
unbelievable things happen in those games, but they are not impossible or out the realm of what 
you’re willing to accept in an action game. If Jason Brody produces a gun out of thin air, or Far Cry 
4′s antagonist is an over‐the‐top flamboyant stereotype with no depth, or they break the forth wall 
in any deliberate sort of way, the whole shebang becomes a little less special and genuinely cool 
and exciting events or gameplay moments become a touch hollow. If Far Cry 4 demonstrates 
restraint in a few specific areas to keep players invested in the characters as human beings and 
don’t ask players to accept ridiculous leaps‐of‐faith, it’s well on its way to being great. 
4. Encouraged Improvisation
The core appeal of Far Cry 2 and 3 is how it lets you approach situations in seemingly limitless ways, 
in lush environment teeming with options. There’s bows, explosives, grenades, wildlife to release, 
vehicles to crash, and lets not forget all those fires you can start. It’s equally as satisfying to 
approach an outpost with a stealthy plan in mind and execute it flawlessly as it is to have the whole 
shebang go pear‐shaped and whip out that flame‐thrower for a little impromptu hide‐saving BBQ. 
The more of this Ubisoft delivers to players, the better. Being able to rig a vehicle (or person) with 
explosives for a Trojan horse effect would be wonderful. PETA may not like this one, but how great 
would it be to use a jaguar, falcon or shark as a one‐way bomb delivery service? Naturally Ubisoft 
has to be careful to not run this game into Dead Rising 2 territory where you’re combining a broom 
handle and a wheel chair to create a cartoonishly makeshift chariot – nor should combining 
weapons become the main focus of the game – but giving players the option to utilise the game 
world’s objects like vehicles and animals in ways beyond just transportation, crafting and 
distraction makes that world all the more potent and exciting to spend time in. 
3. More Hallucinations
The way Jason Brody was introduced to the way of the warrior in Far Cry 3 through various drug‐induced 
hallucinations and the seductive goading of Citra is actually a little bit like how child 
soldiers are forced into duty in third world countries, and it’s a chilling mirror into the horrible 
things people can do to brainwash others. But beyond that, Far Cry 3 was one of few games to 
highlight the metaphysically expanding properties of hallucinogenic drugs.Throughout the game, 
major moments in the story of Jason Brody occur when he has ingested some kind of drug and 
begins to trip into a whole different plane of existence. At one point he’s literally drowning, at 
another he’s climbing an ever‐growing wall, and toward the end of the game he literally battles his 
inner demons and wins. These sequences have an edgy, unsettling feel because you rarely see this 
kind of thing depicted in games, unless it’s a gag or Easter egg like being able to smoke a joint in 
the Saints Row series. Drugs shouldn’t be in Far Cry 4 just as a neat way to show some cool stuff, 
but also because it seems Far Cry 3 had an angle on the appeal, seduction and pitfalls of such 
substances, genuinely seeming to have something to say about them. It’d be interesting to see how 
they would build upon that surprisingly chilling foundation. 
2. A Fucking Yeti
The legend of the Yeti owes its creation to the peoples of the Himalayas. With Far Cry 4 taking place 
in the region, there absolutely has to be a Yeti, or Yeti‐like bad guy. Far Cry is at its best when it 
walks the line between reality and outlandish visual orgies, and including the mythical abominable 
snowman is a great idea as long as he makes sense. A *real* Yeti is a bad idea but some sort of 
lumbering, foreboding, omnipresent mountain‐man menace clad in pounds of fur, wielding an ax 
or something – not unlike the Tyrant from Resident Evil 2, could make the Far Cry 4 experience 
transcendent, especially if handled correctly. Imagine finally scoring the final piece of leather or 
loot you need to craft a new bow, only to hear the blood curdling yell of the Yeti. There is no escape, 
he’s faster, stronger, and better armored than you. The only escape? Run and jump of a cliff and 
hope to God your parachute or wing suit works. The most important part of implementing this 
feature is getting it right. The Yeti should be a nearly impossible foe that pops up both randomly 
and in story missions, adding an element of narrative intrigue and gameplay variety that will 
happily terrify players and lead to countless stories about “that time I got killed by the Yeti”. 
1. A Captivating Villain
Vaas from Far Cry 3 is so freakin’ cool. The kind of villain that never needs to raise his voice because 
his unsettling aura demands attention. Far too often in video games, the ‘acting’ portion of a 
character comes almost as an after‐thought. Heck, Dishonored had a cast featuring John Slattery 
and Susan Sarandon and they both slept through the entire plot, without an ounce of inflection 
and creative delivery between them. Which is why it’s so refreshing that Vaas’s characterisation 
makes him an insidious personality. It’s not so much what he says, but how he says it. He talks 
himself into circles, raising his voice, lowering it, trailing off, wildly changing moods within seconds 
– it wasn’t just voiceover work, it was honest‐to‐goodness acting. It’s actually something Ubisoft is 
really good at. Both Assassin’s Creed and Splinter Cell feature consistently memorable personalities 
despite some narrative peaks and valleys, so if rumours hold true and the creepy guy on the cover 
of Far Cry 4 is our bad guy, there is quite a lot of room for something truly captivating. As it’s one 
thing to find yourself terrified of a man with muscles, a gun, and scars across his face, it’s a whole 
new ball game to find yourself spooked by the guy in a wild pink leisure suit and frosted tips. One 
of the more chilling villains in recent history is BBC Sherlock’s Moriarty – a sinister character who 
appears to be anything but a ruthless mastermind, then proceeds to out‐think Sherlock at every 
turn. Ubisoft has a lot to live up to, but given their track record and zeal for delivering quality 
performances and truly personal moments, players should expect nothing less than yet another 
fascinating character you love to hate from Far Cry 4. 
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  • 1. Far Cry 4: 10 Essential Features It Must Have http://www.gamebasin.com/news/far-cry-4-10-essential-features-it-must- have-2 If you close your eyes and think of your favourite moments from Far Cry 2 and 3, they probably involve things going haywire in beautifully chaotic ways: being attacked by an alligator while swimming toward shore, silently taking out an enemy outpost using only your bow and a riled‐up panther, or launching a perfectly angled grenade at an oncoming enemy humvee, it exploding gloriously…only to land directly on your head. Far Cry 2 and 3 exemplify a special kind of sandbox game where the game isn’t so much about all the stuff you can do, but rather what all the stuff can do to each other. There are tons of incredible ways the games’ various systems interact, from unleashing wild animals on foes, to starting fires that spread in real time, to attaching a grenade to a bow and aiming directly at the gas barrel near a base’s alarm. The interplay between player and ecosystem, and that ecosystem with itself is something few games do at all, with fewer pulling it off. Far Cry scratches a specific itch that can ultimately leave other first person shooters feeling a little empty. Therefore it’s wonderfully exciting to hear that Far Cry 4 is (hopefully) coming this year to Xbox One, PS4, PS3, Xbox 360, and very possibly the TI‐82. Details are scant, but we do know that it takes place in the Himalayas, the game’s protagonist is not Jason Brody, and according to Ubisoft, “You will be equipped with a vast array of weapons, animals, and vehicles, and our highly detailed and interactive open‐world will let players write their own story across an exotic and varied landscape.” Oh, and you can ride an elephant. Yes, ride an elephant. Far Cry 2 and 3 walked the line between reality and fantasy in interesting ways, and it’s the kind of feature that fits perfectly into Far Cry’s particular of brand hyper‐reality. But what other features, ideas, and mechanics should be included in this much anticipated next‐gen debut for the franchise? The choices made by Ubisoft will define the game’s legacy on newer consoles, and in the interest of lending a helping hand, presented in this list are ten features Far Cry 4 has to have if it wants to
  • 2. impress on the same level Far Cry 2 and 3 did. 10. More Licensed Music Far Cry 3 made wonderful use of music – With M.I.A’s “Paper Planes” setting a perfect tone for the kind of people Jason and his friends were, the the use of Ride of Valkyries during the final mission being a perfect summation of Jason’s arc. The key of course is using it wisely, which Ubisoft does a decent job of – oddly enough in their Rayman Rabbids series, which featured several popular and zany songs that made that game feel special, too. Using familiar music in Far Cry 4 could make the foreign setting both a little more welcoming or all‐the‐more alienating. Considering how omnipresent American media is worldwide, it’d be great to have popular songs pop up during cut‐scenes, on the radio, or or even during loading screens. Lets remember how important music was to Far Cry 3′s flamethrower mission, where a popular Skrillex song took on a whole new light. If Far Cry 4 could do the same, you may never think of some music the same way again. 9. Better Takedown Mechanics
  • 3. Far Cry 3′s multiple‐takedown system was a pain in the butt to use. Outside of assassination missions which required you to kill a specific NPC with your knife, clicking in the analog stick to take out a character with your machete felt a little awkward. Worse, there was a robust system in the game involving those takedowns, where you could string together multiple kills using a combination of the analog sticks and bumper buttons. It was theoretically possible to take out three enemies quickly and silently this way, and actually pulling it off resulted in great satisfaction and great chaining animation. But pulling it off was harder than it should be, especially since more than the bow or the stealth elements, the ability to kill multiple enemies with a few quick buttons presses made you feel like the tribal warrior Jason Brody was becoming in the game. With Far Cry 4 taking place in a mountain region, the kinds of melee weapons you have your disposal will likely change, as should the controls used for them. Far Cry 4 should look to tighten up this one nitpick from the previous game, and improve it to the point where pulling off chain kills becomes almost second nature. Doing so will give players a whole new way to combat situations, making the game more open than ever. 8. Creative Means Of Transportation
  • 4. If you’re not excited to ride an Elephant in Far Cry 4, you’re crazy. Are there Elephants in the Himalayas? Who cares! You’re on a freaking pachyderm! Ideally while wielding a sniper‐rifle and crushing enemies underneath your giant leathery foot. Yet, The Himalayan setting poses a threat to Far Cry 4 that long‐time fans of Ubisoft and Square‐Enix know all too well. There’s about an 80 percent chance that a design document exists suggesting a core gameplay mechanic of Far Cry 4 be spelunking in the Tomb Raider/Assassin’s Creed/Thief vein, and this could be a disaster. Platforming and first‐person gaming has never gone well, nor does the idea of standing on a tiny little ledge and shooting enemies above you sound particularly appealing – unless this all occurred in compartmentalised sections of the game such as whatever Far Cry 4′s radio tower puzzles are. Look, come heck or high‐water you’re gonna be climbing mountains in Far Cry 4. Making it exciting is of paramount importance. Thankfully the idea of a ridable elephant in Far Cry 4 is encouraging and continues to evolve the game’s relationship with motor‐vehicles which have included jet‐skis, cars, and trucks that handled serviceably but weren’t particularly exciting, as well as non‐motorised transport options like hang‐gliders and wing suits that made the player feel like a Navy Seal in a summer blockbuster. With an elephant being somewhere in the middle, and skiing being a no‐brainer, Far Cry 4 should deliver a traversal system that is entertaining as it is unique. 7. Destructible Environments
  • 5. Remember Red Faction: Guerrilla? That incredible game set on Mars where entire structures collapsed when you walloped them with your mighty Thor‐like hammer? Remember the truckload of games that followed it up with similarly destructible environments? Yeah, didn’t think so. Despite being so cool, destructible environments and structures seem relegated to the Battlefield series, and that’s about it. If Far Cry 4 wants to feel truly next gen and up the ante on what gamers can expect from first person shooters that don’t involve the military, it needs to bring the boom. Within reason of course – Far Cry 4 should absolutely not be a game where a rocket launcher and hand grenade are tools of world‐flattening destruction, but the idea of plowing vehicles through huts, blowing holes in walls and knocking down radio towers is so appetising it should be on a restaurant menu somewhere. It’s also entirely possible. Watch_Dogs on Xbox One is an open‐world sandbox game where there are very few invisible walls. You can knock down fences, trees, light‐posts, and its freeing as heck. Compare this to Grand Theft Auto games where you’d occasionally run up against a fence that wouldn’t budge or a strange incline your car would just smash into. This little change in Watch_Dogs made the idea of driving off‐road a thrilling ride because so much of the stuff in your way could be driven through. Now extrapolate that into a First Person Shooter where most structures appear made out of plastic. Being able to collapse a roof on enemies via a well placed shot, plow into a camp via a truck you’ve rigged with C4 to blow up their communications, or having the ability to cut a hole in a fence and sneak through silently adds so many possibilities that the game’s replay factor, it would expand mission‐approaches exponentially. A Grand Theft Auto retrospective on GameTrailers said it best; “Like toys, the best games are not only the ones you play, but the ones you can play with” – and destructible environments would make Far Cry 4 a macabre toy box of destruction. 6. Lots Of Things To Do (That Get Progressively Harder)
  • 6. Far Cry 3 had a wonderful way of unlocking new side missions by more‐or‐less forcing you to engage in the best part of the game – taking down guard outposts. With a successful over‐throw of a guard post, a message board opened up with bounty contracts, hunting missions, and some other distractions. As you moved your way south on the Far Cry 3 map, these outposts became more challenging – with heavily armoured guards, snipers and artillery prepared for your assault, plus the side missions they unlocked got harder too – yielding their own rewards like upgrades, new weapons, health bonuses, and so on. This importance of this escalation of activities cannot be overstated. If the guard posts were all similar, or the side‐missions were randomly generated content, the game would lose that sense of your character growing stronger and more adept over time, and the excitement of tackling the next objective would wane. Far Cry 4 would be wise to ape this progression. There’s nothing tastier than eliminating all threats and being rewarded with new goodies and new kinds of objectives to tackle that were harder then the last. if Watch_Dogs on Xbox One is any indication it seems the next gen has been kind to side‐content, with dozens of side missions that also grow in difficulty, so hopefully Ubi’s Far Cry followup follows suit and gives players oodles of escalating adventures to partake in. 5. Restraint
  • 7. Okay, okay, this one is boring but it’s important. Despite Far Cry 3 being a game with multiple drug trips, a hang‐glider, underground ruins and an amazonian princess that owes Zoe Saldana a royalty check – it never winked at the camera. The characters took their situation and plight seriously, which made the wild stuff resonate in meaningful ways. If Far Cry 4 wants to maintain the magic the previous two games in the franchise held, it must demonstrate similar narrative authenticity. The Far Cry 3 DLC Far Cry 3: Blood Dragon actually went full‐bore parody and it didn’t wear the genre well. The methodical and tactical gameplay clashed with a macho 80s aesthetic and tired in‐jokes about video game violence. It felt a bit like the jump from Saints Row 2 to Saints Row 3, where suddenly a relatively grounded‐in‐reality game‐world turned into one with mutants, robot cars and other goofy asides. Thus Far Cry 4 must be careful to mind the line between a movie like Lethal Weapon and one like The Naked Gun. Far Cry 2 and 3 walked this line wonderfully. Many unbelievable things happen in those games, but they are not impossible or out the realm of what you’re willing to accept in an action game. If Jason Brody produces a gun out of thin air, or Far Cry 4′s antagonist is an over‐the‐top flamboyant stereotype with no depth, or they break the forth wall in any deliberate sort of way, the whole shebang becomes a little less special and genuinely cool and exciting events or gameplay moments become a touch hollow. If Far Cry 4 demonstrates restraint in a few specific areas to keep players invested in the characters as human beings and don’t ask players to accept ridiculous leaps‐of‐faith, it’s well on its way to being great. 4. Encouraged Improvisation
  • 8. The core appeal of Far Cry 2 and 3 is how it lets you approach situations in seemingly limitless ways, in lush environment teeming with options. There’s bows, explosives, grenades, wildlife to release, vehicles to crash, and lets not forget all those fires you can start. It’s equally as satisfying to approach an outpost with a stealthy plan in mind and execute it flawlessly as it is to have the whole shebang go pear‐shaped and whip out that flame‐thrower for a little impromptu hide‐saving BBQ. The more of this Ubisoft delivers to players, the better. Being able to rig a vehicle (or person) with explosives for a Trojan horse effect would be wonderful. PETA may not like this one, but how great would it be to use a jaguar, falcon or shark as a one‐way bomb delivery service? Naturally Ubisoft has to be careful to not run this game into Dead Rising 2 territory where you’re combining a broom handle and a wheel chair to create a cartoonishly makeshift chariot – nor should combining weapons become the main focus of the game – but giving players the option to utilise the game world’s objects like vehicles and animals in ways beyond just transportation, crafting and distraction makes that world all the more potent and exciting to spend time in. 3. More Hallucinations
  • 9. The way Jason Brody was introduced to the way of the warrior in Far Cry 3 through various drug‐induced hallucinations and the seductive goading of Citra is actually a little bit like how child soldiers are forced into duty in third world countries, and it’s a chilling mirror into the horrible things people can do to brainwash others. But beyond that, Far Cry 3 was one of few games to highlight the metaphysically expanding properties of hallucinogenic drugs.Throughout the game, major moments in the story of Jason Brody occur when he has ingested some kind of drug and begins to trip into a whole different plane of existence. At one point he’s literally drowning, at another he’s climbing an ever‐growing wall, and toward the end of the game he literally battles his inner demons and wins. These sequences have an edgy, unsettling feel because you rarely see this kind of thing depicted in games, unless it’s a gag or Easter egg like being able to smoke a joint in the Saints Row series. Drugs shouldn’t be in Far Cry 4 just as a neat way to show some cool stuff, but also because it seems Far Cry 3 had an angle on the appeal, seduction and pitfalls of such substances, genuinely seeming to have something to say about them. It’d be interesting to see how they would build upon that surprisingly chilling foundation. 2. A Fucking Yeti
  • 10. The legend of the Yeti owes its creation to the peoples of the Himalayas. With Far Cry 4 taking place in the region, there absolutely has to be a Yeti, or Yeti‐like bad guy. Far Cry is at its best when it walks the line between reality and outlandish visual orgies, and including the mythical abominable snowman is a great idea as long as he makes sense. A *real* Yeti is a bad idea but some sort of lumbering, foreboding, omnipresent mountain‐man menace clad in pounds of fur, wielding an ax or something – not unlike the Tyrant from Resident Evil 2, could make the Far Cry 4 experience transcendent, especially if handled correctly. Imagine finally scoring the final piece of leather or loot you need to craft a new bow, only to hear the blood curdling yell of the Yeti. There is no escape, he’s faster, stronger, and better armored than you. The only escape? Run and jump of a cliff and hope to God your parachute or wing suit works. The most important part of implementing this feature is getting it right. The Yeti should be a nearly impossible foe that pops up both randomly and in story missions, adding an element of narrative intrigue and gameplay variety that will happily terrify players and lead to countless stories about “that time I got killed by the Yeti”. 1. A Captivating Villain
  • 11. Vaas from Far Cry 3 is so freakin’ cool. The kind of villain that never needs to raise his voice because his unsettling aura demands attention. Far too often in video games, the ‘acting’ portion of a character comes almost as an after‐thought. Heck, Dishonored had a cast featuring John Slattery and Susan Sarandon and they both slept through the entire plot, without an ounce of inflection and creative delivery between them. Which is why it’s so refreshing that Vaas’s characterisation makes him an insidious personality. It’s not so much what he says, but how he says it. He talks himself into circles, raising his voice, lowering it, trailing off, wildly changing moods within seconds – it wasn’t just voiceover work, it was honest‐to‐goodness acting. It’s actually something Ubisoft is really good at. Both Assassin’s Creed and Splinter Cell feature consistently memorable personalities despite some narrative peaks and valleys, so if rumours hold true and the creepy guy on the cover of Far Cry 4 is our bad guy, there is quite a lot of room for something truly captivating. As it’s one thing to find yourself terrified of a man with muscles, a gun, and scars across his face, it’s a whole new ball game to find yourself spooked by the guy in a wild pink leisure suit and frosted tips. One of the more chilling villains in recent history is BBC Sherlock’s Moriarty – a sinister character who appears to be anything but a ruthless mastermind, then proceeds to out‐think Sherlock at every turn. Ubisoft has a lot to live up to, but given their track record and zeal for delivering quality performances and truly personal moments, players should expect nothing less than yet another fascinating character you love to hate from Far Cry 4. PC Game CD Keys:  EA Games CD Key http://www.gamebasin.com/publisher/ea.html  RPG Games CD Key http://www.gamebasin.com/pc‐games/rpg‐game.html  ACT Games CD Key http://www.gamebasin.com/pc‐games/act‐game.html  FPS Games CD Key http://www.gamebasin.com/pc‐games/fps‐game.html  Adventure Games CD Key http://www.gamebasin.com/pc‐games/avg‐game.html  Racing Games CD Key http://www.gamebasin.com/pc‐games/rac‐game.html  Sport Games CD Key http://www.gamebasin.com/pc‐games/spt‐game.html  FTG Games CD Key http://www.gamebasin.com/pc‐games/ftg‐game.html
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