Yarrrrr, here there be spoilers.
The week before Far Cry 3 arrived, I took to Twitter and typed something puerile to the effect of, “Far Cry 3 is dumb, and I don’t care about it, so nanny nanny boo boo.”
OK. Maybe it wasn’t phrased quite so eloquently, but you get the idea.
I enjoy shooters, but at the end of a busy fall filled with high-profile games, I had no idea why I should care about what Ubisoft was dishing out. Nothing that I had seen during the many press events in 2012 justified the amount of marketing dollars spent (including hair styling stations giving fans mohawks in the style of the game’s poster character).
The total knowledge I had of the game at that point can be summed up in three bullet points:
- I have never played Far Cry 2, but people I trust tell me that I would get more enjoyment from chewing on glass.
- I saw the trailer with the “Insanity mohawk guy” (now known to be villainous henchman Vaas) and wasn’t terribly impressed.
- I played the multiplayer at E3, and I had a good time, but I couldn’t shake the feeling that it was a Left 4 Dead clone. This isn’t a bad thing, mind you. It just wasn’t a huge selling point.
Against my better judgment, I was convinced (by the same people who explained to me the Far Cry 2 / glass paradigm) to rush out and pick up Ubisoft’s oddly timed open world jungle adventure. (Have I mentioned that I still can’t figure out why this game was pushed past Black Friday and out of the prime sales window?) I got home, put the kids to bed and sat down to… what the actual f&*k is this?
I have to hand it to Ubisoft. I have never been more turned off by a game’s opening cinematic than I was by Far Cry 3’s. (Keep in mind that I’ve recently played Resident Evil: Director’s Cut for the first time.) Imagine the young “stars” of one of Bravo’s nauseating socialite reality shows on an extreme sports vacation, defiling an island paradise. Toss in some expensive booze, drugs and casual sex. (Wait, that’s redundant.) If you haven’t vomited in your mouth yet, you have a stronger stomach than I. The only thing running through my mind was that I hoped to god that I didn’t have to actually interact with those spoiled trust fund kids.
Oh. I have to play as one of those lovely one-percenters. Goody.
Things started looking up quickly. It’s not uncommon for a villain to steal the show, but pirate leader Vaas (masterfully acted by Michael Mando, who also provided his likeness) is a true psychopath. Vulgarity isn’t an anomaly in M-rated video games, but it rarely serves a purpose. With Vaas, the language is in service of his psychopathy. His mood swings are unpredictable, and I found myself jumping just a bit when he unexpectedly, and suddenly, erupted.
Once I was in control of my character, I started to experience diametrically opposed emotions. I was thrilled by the escape from Vaas and his pirates, but put off by Jason’s simpering and whining. (Not that my reaction in a similar situation would be any different than his. If I’m ever captured by pirates and about to be sold into slavery, don’t watch the home videos… and delete my browser history, too.)
Vaas and his men decide to make sport of their young captive with a mock escape ending in a tumble down a steep cliff. Jason finds himself saved by the mysterious Dennis, who was also kind enough to give him a freaking tattoo (sorry, tatau) while the blue-blooded lad slept off his wounds. For whatever reason, Jason is cool with a guy randomly giving him tetanus (or worse).
From that point on, the story rapidly descends into a colonialist power fantasy akin to James Cameron’s Avatar (though Cameron is far more adept at storycraft). Man comes to foreign land, man is held up as savior of the indigenous people, man avenges all the bad stuff that happens to him and decides to stay behind because he’s “found his place.”
I should utterly despise Far Cry 3. I’m a “story guy.” It’s rarer than an albino crocodile that narrative isn’t the most important thing in a game experience for me. With the exception of Vaas, the island’s characters are insipid. This is no clearer than when Jason saves Oliver, the token stoner kid with the shiny label still on his hat. Even about to be sold into slavery, the idiot doesn’t fear for his life. He stands around gawking at the cool explosions and Jason’s sweet new ink. There is absolutely nothing about the narrative that is the least bit appealing or original.
Why then, did I see Far Cry 3 all the way through?
Put simply, the exploration. Roaming around Rook Island is addicting, largely because of the unintentional narrative created by the living world. Where the scripted story falters, the moment-to-moment experiences shine. Taking over the outposts (and thus converting them to fast-travel safehouses) were some of the more memorable bits. Experience bonuses are awarded for remaining undetected or, failing that, preventing alarms from sounding.
Even after I had acquired every skill and could no longer earn experience points, I still found myself skulking through the brush, using my camera to tag and track enemies. My favorite outposts were the ones in which the pirates and privateers were foolish enough to keep captive predators. It’s humorous to watch a bear or tiger maul foes, but the cackling really began when cassowary inhabited the cages. Those birds are vicious, and watching them peck a pirate to death while safely out of range made me laugh every time.
Climbing radio towers (similar to viewpoints found in Assassin’s Creed), taking over outposts, collecting lost letters from Japanese troops, hunting animals to craft bigger, better gear and stalking enemies to kill with a knife (in the native tradition) all provided experiences that far surpassed any scripted dialog. The set piece moments stole the show. Escaping from a burning building, fighting giant otherworldly gods (I promise it almost makes sense) and even well packaged quicktime events are all the elements that drew me back to Far Cry 3.
I’m aware that Jeffrey Yohalem, the game’s lead writer, has expressed that we simply don’t “get” the story. He told the Penny Arcade Report’s Sophie Prell that gamers and journalists aren’t looking hard enough. Unfortunately, there are two sides of every exchange: the sender and the receiver. If there is deeper commentary in Far Cry 3, as Yohalem claims, one party involved failed. It isn’t the one that the writer would have us believe.
Far Cry 3 is a deeply flawed game. The story isn’t just forgettable; it’s offensive. It celebrates deep rooted imperialism that the majority of us have long come to recognize as harmful and disrespectful. The side quests are typically boring fetch tasks, with similar-looking natives (“they all look the same to me”) begging for help from the powerful white boy. In fact, every native, pirate and privateer seems to know what Jason Brody looks like (even behind the wheel of a quickly-moving vehicle), but a key element of the story hinges on the island’s warlord, Hoyt Volker, being oblivious to the appearance of the protagonist. Not only is this devoid of logic, it’s insulting to the player. While it is later revealed that Hoyt has caught on, it is never made clear exactly when that happens. Either Hoyt is a fool, allowing Jason to destroy his communications array and fuel reserves, or he is an idiot for being oblivious to the ruse.
When I had exhausted the supply of side activities, I reluctantly returned to the script to finish the main story. After over 25 hours of play, I wished I hadn’t. There are two endings, and neither provided me with any reason to invest in the story, the one piece of the puzzle that must be present for me to enjoy interactive narratives. After over two dozen largely enjoyable hours, I am left feeling like the part of the game I was supposed to play, those firm rails upon which the rollercoaster of a story chugs along, were the least meaningful. I am cognizant of the feat that the game play designers have accomplished, keeping me aboard despite my revulsion at the heavy-handed tale. I admire the skill they have shown in their craft, while simultaneously wondering how the two halves of the title could be so dramatically different.
But what redeems the experience and makes it worth purchasing and playing is what’s left after the shoddily written story is stripped away. The value is found in the moments when Jason is silent and forgotten; when the player inserts him or herself into the drama as it spontaneously unfolds. The unexpected events, whether from prowling wildlife or an impressively spreading fire, are what thrilled me, sunk hooks in deep and pulled me back time and again.
Narrative is deeply important to me, and I simply do not care for the one that Jeffrey Yohalem labored to tell. Still, Far Cry 3 is worth your attention. Just don’t play it for Yohalem’s story. Play it to create your own.