Far Cry®
Far Cry 3 - clever girl


It looks like Vaas isn't the only maniac battling for control of the jungle in Far Cry 3. Hoyt Volker is the leader of a band of well equipped privateers. They've set up camp on the Southern island, which means you'll have to don some funky gloves and parachute in and take it down from the inside. With a rocket launcher.

In Far Cry 3, pretty much everyone hated and wanted to kill you. It's nice to see that Far Cry 3 is building on that by introducing an army of animals that hate EVERYONE. Check out Dan's Far Cry 3 hands-on for an idea of the destruction a rogue bear can cause when set free in the middle of an enemy camp, and check out the trailer below for more animal madness, and the odd explosion of course.

Far Cry®
Far Cry 3


Last week I had the chance to dive into the refreshing waters of Far Cry 3 at Gamescom. I was given free rein of a portion of the world map. I fought Komodo dragons, drowned, fled a shark, trashed bandit bases, crashed a multitude of vehicles and annoyed half of the jungle's wildlife. This is the story of my Far Cry 3 safari.

I start in a small village, five or six buildings and a few idle, wandering locals. There's a man in a dirty shirt waving at me. I guess he's the obvious demo clue, so ignore him and start chasing a monkey. The monkey gets stuck into some foliage (probably a bug) so I go shopping. Wandering into the local corner shop, an old lady sells me a scope and super-large magazine for my AK-47. She appears to be out of kit-kats. Looking at the menu, I can carry my knife, grenades and two weapons – at the moment. My secondary weapon appears to be an SMG. I test this on nearby bushes.



I win $50 off the man with the dirty shirt in a knife throwing contest and look around for something else to do. My in-game map appears to all be messed up and the developer tells me that the local bandits have scrambled the local radio frequency. I don't really understand what that has to do with my map, but I really don't want to miss The Archers so I hop in a jeep and start barreling up the hill. Straight up the hill. The developer looks a little perturbed as I rev between the trees. I burst out of the bushes in front of a bandit jeep. The bandits doubletake and hop in their jeep to chase me. I handbrake turn past them, which sends them off the wrong way down the hill.

At the radio tower, I hop out of the jeep. In the distance, I can hear the confused shouting of bandits. Each tower, the developer tells me, is a puzzle. This starting one is easy, but climbing them gets progressively more difficult throughout the game. I run quickly to the top and tear out the jamming device from the control box. Like Assassin's Creed's high points, when you've uncovered one of these points, you can see the world around you, revealing optional quests in the surrounding area in a short montage. From here, I can see an intruiging ruined tower, the local bandit base and a hang glider.



Ooh, and lots of animal icons have appeared on the map. The developer is telling me how if I defeat the local bandits I'll free the native tribe who'll be eternally grateful and give me glorious gifts. Whatever. I've just spotted a komodo dragon icon on the map. I love komodo dragons. For the non-herpetologists, they're 11 foot long man-eating lizards with a fatally toxic bite, a throwback to a time when were little rats being eaten by dinosaurs. I must see it. I hop back in the jeep while the developer's still talking and head off in the opposite direction to the bandit camp, straight over a sharp drop. The vehicle falls through the trees, bouncing off the hillside all the way down, and lands surprisingly undamaged on a road. I quickly skid the jeep across rickety bridges and dirt roads to the approximate location of the komodo dragons.

I skid to a halt and walk into the jungle. I stop. Over the headphones, I hear birdsong. And yet more bandits, who must have found my jeep. And, yes, over that way, a faint hissing noise. I walk closer towards it, through the undergrowth, slowly closing it down, step by step. At which point two four-foot long komodos burst out of the undergrowth, hissing like split pipes. They're only babies at that size, but the speed of their charge is terrifyingly realistic, and I unload my AK at them. They swarm me, and nearly kill me. I run through the foliage, bandaging my arm frantically, past a surprised looking bandit. He's about to fire on me when the Komodos close on him. I turn and empty the clip at all of them. Five seconds later one bitten bandit and two komodos lie dead. I actually feel guilty for a moment about biodiversity. Then the developer tells me I can turn their skins into ammo bags.



My impromptu safari done, I decide to investigate the bandit camp. The hanglider disappeared from the map when I got down from the radio tower's vantage point, but I remember it was near an old fort tower, so I razz the jeep back up the hill. I do a complicated parking manoeuvre on two bandits at the tower and spot the hang glider on a ridge just below it. I run down, shooting men as I go. Shooting men, whilst fun, is the least interesting part of the game. The open world exploration is just joyous.

The hang glider, in particular is such a nostalgic throwback to the first game. I remember using Far Cry's level editor to create the highest possible map with a single hang glider on top of a mountain peak, so you could just spiral down past the foliage. This hang glider is positioned to overlook the bandit camp. I push off and pull up immediately so I'm drifting slowly way above the camp. The camp's on a promontory and there's a sniper on the roof, with a clear line of sight down both approach roads. Hmm.

Ooh. Over in the water, there's a patrol boat. If I can take that over, I can sail it close to the camp and unload its turret gun. I wait for it to pass me and swoop down. Delusions of grandeur overtake me. I am Batman. I am the terror in the...

...deep. Crap. I missed the back of the boat by a foot and instead landed on a bull shark just behind it. Right. I'm now under a boat with a giant angry fish and I'm running out of air. Fleeing as fast I can with Jaws hanging onto my leg, stabbing my arm with morphine, I pop out of the water on the front of the boat. In front of the turret gunner. Sadface.



The game respawns me back at the hanglider. This time I ignore the boat. I just swoop down immediately, picking up huge amounts of speed, and aim for the roof of the base. Because I started so high up I'm going scarily fast when I jump off, but I miraculously survive. Irecover more quickly than the sniper standing next to me, so shoot him, then crouch down and unload my submachine gun, then the AK at the enemies trying to storm the roof. After thirty hectic seconds, they're all dead, and the natives drive up to take control of the base. The developer has been looking shocked all this time. "I didn't think you could land on that roof," he says.

Right. I'm getting a taste for this now. I can see that my minimap is telling me that there's a relic out at sea. The developer tells me it's really hard to get to without the breath upgrade. I shrug and try anyway, swimming out (still terrified that Jaws is out here somewhere), and then diving off a reef, down, down, deep into the rusted hull of a container ship. I spot the relic and grab it, then get lost trying to get back out. I black out, hands waving at the blue sky so near. Except that my inventory says I still have the relic. Hmm.

I've forgotten where I parked my jeep so I take a handy Trabant. It's surprisingly fast and I almost lose control going over the wooden bridges on the way to the next roadside camp. This has two entrances, one vehicle and a sneaky pedestrian one around the back. I crash the Trabant into the back door, then while the bandits are running that way, sneak around to the front gates. The noise of my crash has panicked a pack of bison which are running around madly inside the base. Strangely, the bandits have got a black bear in a cage in their base. I still feel guilty about murdering those Komodos, so I decide to shoot the door of the cage open. Welcome to the party, Yogi.

The bandits are just walking back, when Yogi runs out. Together me and Yogi clear out the base. Then Yogi runs off and chases bison in a kind of mad bear frenzy as arriving natives open fire. Inside the base, It's carnage. Yogi gets a couple of the bandits, a couple fall to my SMG, and one manages to escape both of us but turns up later dead with a jeep parked on top of him. Nothing to do with me. He's dropped a nice sniper rifle, though. I toss the SMG aside.



I hop back in the Trabant and head for the next Radio Tower. Climbing that (much more shakey and tumbledown), I quickly unlock it and spot the next bandit camp. This time, I find a zipline at the top of the tower, and take it down. At the bottom is a strangely glowing ATV. I climb aboard and it turns out its carrying medical supplies. I've got to rush it to the nearest native village via a series of handy waypoints within a few minutes or someone will die! Or at least, he'll die and respawn and I'll have to replay the mission. The ATV handles terribly, but I manage to plough into the native village sideways before crashing it into the sea. Mission complete! I am winning at safari.

I now have no vehicle, but the bandit camp is only in the next cove so I decide to swim for it. I stick close to the coast to avoid meeting Jaws again, and emerge on a sandy beach covered in debris. Climbing the steep shoreline, I pull my sniper rifle out and sneak up to the ridge. This base is much better defended. It's got clear lines of fire in all directions and seems relatively well-manned. I line up a shot but am attacked from behind as I pull the trigger. There's a grunting, but I can't see what it is. the developer tells me it's probably an angry Warthog. I run, but not before my alarmed gunshot alerts the scout I was trying to kill. Scattered shots pepper the foliage around me.



I lose the pig and start sneaking around to the opposite side of the base at a low crouch. The bandits lose sight of me, and one wanders into the shaking bushes I came from. There's a commotion. He's found the warthog. As his friends look on in confusion, I throw all my grenades into the base. All of them. Half the enemy dots on the minimap disappear. I snipe another two, switch to the AK and sneak up on the nearest barricade. I stab one guy from behind (gruesomely, the knife goes right through him), machine gun another, and jump into the base. There's one man left and he starts muttering to himself in terror. I climb higher and higher and jump down onto his head. Thanks to a random head-stomping perk I picked up earlier, he goes down.

The area of the map I played was about 1/20th of the full game. On this showing, it's big and emergent enough to give Just Cause a good run for its money. And you get to run away from animals of many and varied sorts. Safari, so good.

N.B. The game didn't look as good when I was playing it as these screenshots do. I'm not calling them bullshots, but they must have been taken on amazingly high-end PCs. With Photoshop installed.
Aug 9, 2012
Far Cry®
Far Cry 3 preview thumb


This preview originally appeared in issue 242 of PC Gamer UK.

Sitting in a room and watching Michael Mando scream and laugh at a woman in a chair is a great way to pass half an hour. He looks a lot like his character, Vaas, the compelling psychopath who’s become the face of Far Cry 3. That’s mostly down to the full performance-capture technology – a full suit loaded with reflective strips, and a helmet with a camera strapped to it that captures every movement of his face. It’s also because he has the same mohawk hairstyle. As affable and likeable as Mando is, he’s not taking the role of Vaas lightly.

Producer Dan Hay suggests that there have been some method acting moments in the development, and writer Jeffrey Yohalem (Assassin’s Creed: Brotherhood) has worked with the actors and directors to rewrite the script to suit their styles. Hay tells an anecdote of how they got the glint of madness that made that original trailer so compelling. Turns out that it was a simple trick making everyone repeat the same scene over and over again until they were tired and hungry, and then lying about turning the cameras off. It’s the kind of anecdote you expect from a movie set.

As much as that’s true, Jeffrey Yohalem dismisses the idea of Far Cry 3 making a good movie. “The story depends on the interactivity. There are strands of plot that involve the interaction between the player and the hero. It wouldn’t make sense as a movie.” This hints at the higher levels of narrative ambition going into Far Cry 3. While FC2 had a decent story, the new sequel doesn’t just acknowledge video game and Hollywood conventions, it uses them as tools to mislead the hapless player.



The playable demo at E3 gives a great taste of the varied aspects of Far Cry 3. It begins during a scene with Vaas’s sister, and seems to depict part of an initiation ceremony inducting main character Jason Brody as a warrior. This is tied to the tattoos on his arms, which represent the player’s journey through the story. Sidemissions, hunting and quests will earn you new tattoos – a sleeve woven in the order in which you do things. There’s a good chance your tattoo will be unique, as well as the introduction to many “let me tell you about my gap year” conversations should Brody survive.

In this scene, Brody’s tattoo is smoking and warping, which plugs into the game’s other themes – reality, hallucinations, and madness. The island is laden with mushrooms, which the dangerously meek Dr Earnhardt seems determined to distil into something purer. In the demo, I guide Brody towards Vaas’s island by diving off a cliff and into the sea. Pausing to admire a manta ray on the short swim, Brody takes out a sentry patrolling the pier with a stealthy lunge from the water. Maintaining the quiet approach, I find two more guards, giving me a chance to try out the melee takedown combo. It’s an unlockable skill, which lets you pinball from one lethal animation to the next with just the tap of a button.

The shape of the map intuitively guides you to the left, where a stack of boxes compromises the perimeter wall. I’m told there are two other ways in, but however you manage it, there’s a small playground of death inside – a network of roofs to stealth your way across, a machinegun encampment, a large fuel tank that takes some punishing but explodes eventually.

There are also buildings that reflect Vaas’s unlikely preoccupation with TV, art and showmanship, plus a live tiger in a cage. You can blast open the cage if you want, and the tiger’s antics will add a dash of chaos to the map until he inevitably gets shot or burned to death.



Clearing the map leads me into a room, where Vaas appears from nowhere and plants a knife in Brody’s shoulder. Whether through drugs or unconscious dreaming I find myself in a ‘corridor of Vaas’. The path is made out of televisions. Vaas is pole-dancing on the right, and taking your place in the sex scene with his sister on the left. And at the end is Vaas himself – proving you’re a ‘pussy’ by putting your gun to his head and telling you to pull the trigger. “I am you! You are me!” he screams. It’s just too much of a gift, even in a hallucination. You have to pull the trigger. But Vaas disappears, replaced by the friend you’ve already watched die once.

It’s a great slab of action and story, reassuring me about the open arena of Far Cry’s gunplay and raising juicy questions about what’s actually going on. Jason and Vaas, the same person? How much of any of this is real? And how tacky is that whole ‘white man leads an otherwise doomed tribe to victory’ thing?

Yohalem’s way ahead of us all. “The greatest pleasure about telling a story,” he says, “is to lead the player into certain expectations, and pull the rug satisfyingly from under your feet.” He’s not surprised by me mentioning Lost, Fight Club, and Avatar, because he put those seeds there on purpose. “There are going to be some pretty big rugs,” says Yohalem.
Far Cry®
Far Cry 3

We've gotten pretty used to seeing Ubisoft games get delayed here on PC Gamer, but usually it's just us that gets the sharp end of the stick. No longer. In a democratic move, Far Cry 3 has been delayed for everyone, PCs and consoles alike, huzzah! Also :(.

According to IGN, the game has been pushed back a whole two months. The new release dates are November 29th in the UK and December 4th in the US, which means we lucky limeys get the first dance for a change. We await the inevitable last minute delay to the PC version, which will probably see us finally get our hands on it some time in January. For more on Far Cry 3, here's our latest Far Cry 3 preview along with footage of this year's E3 demo.
Far Cry®
Far Cry 3 preview thumb


We've gotten pretty used to seeing Ubisoft games get delayed here on PC Gamer, but usually it's just us that gets the sharp end of the stick. No longer! In an unprecedentedlly democratic move, Far Cry 3 has been delayed for everyone, PCs and consoles alike, huzzah!

According to IGN, the game has been pushed back a whole two months. The new release dates are November 29th in the UK and December 4th in the US. Yes, us lucky limeys actually get to go first for a change! We await the inevitable last minute delay to the PC version, which will probably see us finally get our hands on it some time in January.
Far Cry®
Far Cry 2 E3 teaser
E3 is tantalisingly close. Far Cry 3 raised eyebrows at E3 2011 with trailers introducing the game's psychotic antagonist, Vaas. Hopefully we'll get more of a sense of what the game will be like to play at Ubisoft's conference next week. The misty flashes above tease a few new characters, but it'd be nicer to see more in-game action, to find out exactly how open Far Cry 3's jungle will be. The footage so far has felt a little rail roaded. We'll be covering E3 in force, so stay tuned for more on this year's biggest games from the year's biggest games conference next week.

Mar 23, 2012
Far Cry®
Far Cry 3 preview thumb
If insanity really is “doing the same thing and expecting shit to change,” as Vaas, psychotic killer and mohawk-sporting poster madman of Far
Cry 3 suggested during last year’s E3 trailer, then Ubisoft are certifiably sane.

Far Cry 3 looks like the original Far Cry. It’s got the island setting, it’s blessed with the same shimmering blue water and silvery-white sand. Again, you are a lone soul, marooned somewhere that wants to kill you, and again you’ve got a suite of skills to stop the place doing just that. But dig under the idyllic facade and you’ll find something new, something infectious. Ubisoft want to do something different with their third free-roaming shooter, and as our unhinged friend Vaas would say, shit has definitely changed.

To understand the changes, it helps to appreciate the things that have stayed the same. Sitting in a conference room full of journalists in Ubisoft Montreal’s labyrinthine offices, my first sight of Far Cry 3 being played certainly feels familiar.

Blue sky. White sand. Our first-person protagonist comes across the rusting carcass of a boat, stricken against the shore many years ago. A voice in his ear tells him he must get to the top of the boat – the Medusa – and deactivate a radio mast.



Guards mill around at beach level, patrolling and chatting. On the boat’s russet-coloured deck, another set of men swing their AK47s around as they sweep their designated areas. There’s a hole in the prow of the boat, large enough to fit through. The back of the boat falls away into the water, perhaps concealing another entrance. Behind our hero, on a bluff next to his starting position, is an opportune vantage point: stand there and you’d be free to survey the scene at leisure. A room full of gaming brains are whirring at once. We’re all familiar with this kind of situation – gun in hand, task ahead – and we’ve all got our favourite resolutions.

This scene is Far Cry as we know it – a series of fighty vignettes that players can come at from hundreds of angles. There’s freedom, there’s choice, there’s the potential for things to go violently and delightfully wrong. On the surface, there’s no change.

Later, I’m shown a second mission. It starts on a hillside, in a glass-fronted potting shed occupied by a wild-eyed man flecked with white paint. This is Dr Earnhardt, and he wants the player to find him some mushrooms. Our hero makes his way down to a submerged cave at the bottom of a shallow hillside, his journey speeded up by handily placed ziplines. Gaining access to the cave requires a swim, but once inside there’s no obvious threat. Getting the required mushrooms seems to be a case of pushing forward: the cave is winding but linear, and seems devoid of any kind of hostile life. Our hero brushes past some mushrooms – not the ones the doctor wants – and suddenly his vision swims. Colours change, light swells and fades. Trees and branches seem to grow from the cave’s rock walls, and, strangest of all, that glass-fronted potting shed has made its way inside and is now hovering just out of reach. Approaching it causes it to retreat, leading our hero deeper into the cave, until he finds the requested mushroom and a secondary route to the outside world. When he went in, the island was lit by the midday sun; on exiting, it’s midnight. It’s only when he brings the mushroom back to Dr Earnhardt that I realise our hero had his gun holstered for the duration of the mission.



This kind of directed, linear adventure is new for the series. It’s also worrying: Far Cry games are characterised by the freedom of approach they offer. But Far Cry 3’s producer, Dan Hay, is certain that these heavily scripted sections will add to the game.

“I think the best way I can describe it is a palette cleanser.” Dan wouldn’t commit to a ratio of these kinds of missions compared to more traditional firefights, instead describing the former as “something that every once in a while surprises you. You go down the rabbit hole and then you come back to the game and then you start to see: I’m going to do some weird stuff and then I’m going to get back to shooting.”

Back to the shooting. On board the Medusa, our hero crouches low, ducking through the rusted hole in the boat’s hull. He takes the first guard by surprise, yanking a knife from his belt loop and inserting it in his clavicle. In one quick motion, he yanks it out and hurls it full-force at the dying man’s colleague, who’d turned round to investigate the gurgling. Both collapse, and there’s silence. But not for long. This version of Far Cry 3’s protagonist quickly drops the subtle approach, retrieving an assault rifle from one of his conquests and sprinting up the stairs to the upper deck. He takes potshots along the way, firing ragged-sounding rounds from the hip at guards failing to coordinate a response. From up high, he’s got a clear sight on the agitated enemies below, and leans over the deck to choose his targets. There’s the hint of a cover system: our hero raises his gun when he’s behind the sturdy railing, sighting it again when he pops up to fire.

With the main throng of enemies now gently bleeding on the floor, our hero is free to pop up to the crow’s nest and activate the necessary MacGuffin. Doing so triggers another wave of baddies. Our hero makes his way down to a mounted gun, turning it against the boat’s previous occupiers. Over the rhythmic thud of the .50 cal bullets hitting sand and flesh, I hear our hero shriek: “that’s for my brother, you motherfuckers!” There’s a genuine sense of pain in his voice.





Our hero isn’t a hero – at least not the way we expect our shooter heroes to be. He’s Jason Brody, college student and backpacker, the kind of guy you unfriend on facebook because he won’t shut up about how he found himself in Thailand. But rather than finding himself, Brody and his friends are found by the aforementioned Vaas, doolally leader of a gang of human traffickers, and taken to Far Cry 3’s island.

Ubisoft Montreal want Brody to be an everyman, thrust into an extraordinary situation. Escaping his captors, Jason’s story becomes part revenge fantasy – the kind of “I could do better” thoughts we have during horror films when characters drop guns or split up to hide in attics – and part pure survival. Jason wasn’t captured alone, and his friends weren’t necessarily as lucky as he was in his escape. It’s this that keeps him on the island, rather than trying to make a raft out of coconuts to escape the place, as Dan Hay explains: “The recipe for us is: Jason, remember your friends and find them.”

Dan describes Jason as “pretty urban, pretty normal.” Playing that guy – someone who’d fumble a grenade and blow his legs off, or leave the safety on during a shootout – would be frustrating. The Jason I was shown in the first of Far Cry 3’s missions was able to clear out corridors with one clip of ammo, was able to take bullets and shrug their effects off. Jason is changing. Dan puts it in context: “if he was to call his mom at the beginning of the game, she’d say ‘my boy is safe, everything is good.’ But if he was to survive this, she would hear something different in your voice, she’d know he’d been through something, and she’d recognise him as a different person.”

That change isn’t necessarily of Jason’s own volition. Dan suggests that instead, it’s the island changing Jason. “Jason’s got a tattoo. Where did it come from? He didn’t arrive on the island with it. The story of the island is being etched on his body.”

In game terms, Jason’s growth means a wider range of ways to play. Killing enemies earns experience points, which in turn can be plugged into skills. Game designer Andrea Zanini wouldn’t be drawn on many of these skills, but confirmed the knife-throwing double-takedown in the first mission I saw was the result of plugging these points into a specific place. You’ll want to pick skills that augment the way you play: the knife-throw, for example, is ideal for players who want to get through the game without making a peep.



I asked Andrea if dedicated players could sneak through the entire game. His answer was careful: “We give you the choice to play how you want. If you want to play this mission stealthily, you can. But part of the theme and trying to survive on the island is keeping players on their toes. So every now and then we may switch it up. It’s not, ‘all of a sudden you’re detected’, but we increase that challenge level for you.”

Detection will be more organic than it was in Far Cry 2 – where laser-eyed eagle-people would spot you from a few miles over and lance you through the face with unerringly accurate sniper shots. Andrea elaborates: “We’ve completely rebuilt the AI, they’re fully systemic and we really focused a lot on detection to make sure that it’s clear to players when and where and why you got spotted.” The piqued interest of guards is now signified by a white circular pulse in the middle of the screen, with an arrow pointing in the spotter’s direction. This system – demonstrated handily by a notably curious lizard chasing Jason down a hillside after he was eyeballed near its nest – looks both more forgiving and more sensible than Far Cry 2’s inexplicable alternative.

The need to find his friends before Vaas and his cronies do their worst pulls Jason along through the story, but with an island’s worth of secrets to find and places to explore, Dan gives players an excuse to put the main questline on hold for short periods. “After a while, you start to go a bit... wild. You start to go like the island is calling to you. This island made Vaas. And the question is, if you stay on it long enough, what’s it going to do to you?”

Dan and his team speak of the island as a character as much as the humans that inhabit it. In the other Far Cry games, the world was important for its space, not its content. This time around, Ubisoft Montreal have worked at creating a place. Level design director Mark Thompson has some examples. “When you’re on the Medusa there’s a waterfall in the background. There’s a little cave behind the waterfall.” Dan Hay picks up the thread: “In the pool underneath the waterfall there’s something! You look around behind you to where Vaas is bringing in ships and stripping them.



What’s in them? What do you have to swim down and find? What’s he doing? Why?” Dan wiggles slightly at he describes one tiny section of his game from memory. Mark’s got more details: “there are still old temples that can be found. The island was involved in World War II, so there’s all that layer of history as well from that conflict. Then as the island was industrialised after the war, the western world came for its resources. They mined it, pillaged it, and when the resources dried up, they left again. There’s all these layers of story that are embedded in the world. And the player is free outside of missions to just go off and explore. They’ll find stories: the story of one soldier, or the story of a certain conflict.”

Vaas’s madness isn’t the only brand of lunacy the island breeds. Mushroom man Dr Earnhardt is under the influence of both his own brand of fungi fumes and the island, but it manifests itself in different ways. Where Vaas shoots anyone he doesn’t like, Earnhardt paints his house white once a week – hence the white flecks on his skin. What an unusual man he is.

The island also has a native population, and unlike the previous game, not everyone wants to kill you. “In Far Cry 2 there wasn’t a concept of a population,” Mark says. “We really wanted a living breathing world where not everyone was an enemy. I’m not going to turn a corner and see a suicidal jeep flying towards me. In Far Cry 3, perhaps it’s going to be a friend. He’s going to drive past and he’s going to go to the village.”

Villages offer further distractions from Jason’s quest to find his friends, providing a place for players to “go to the bar to drink, play poker with the locals, and hear about what’s happening on the island.” The wilderness is still hostile, but it seems to have been dialled back from Far Cry 2’s homicidal mania. The most obvious symptom of this change is the game’s checkpoints. Infamously in Far Cry 2, enemy soldiers would respawn at the game’s many crossroads. Far Cry 3 turns these into outposts. Once players have cleared one, it stays cleared, acting instead as a safehouse. Mark stresses the point:

“They’re dead, they stay dead, you come back and it’s yours.”



They’ll also provide a bolthole for other useful friendlies: “Perhaps there’s a store there, perhaps people come and start to live there, almost like a mini village. The pirates have lost their control, and they fall back a little bit. And the world around that area changes: you see more friends, you get more opportunities to do quests.”

The third and final mission I’m shown takes place on board a ship. Like the mushroom cave, it looks linear: small corridors and a heavy guard presence means Brody relies on his pump action shotgun to negotiate his way to his objective deep inside the vessel. The sequence ends with the discovery of a bomb and the slow sinking of the ship. As Jason swims to safety, he’s on a one-way path. Light appears at the end of the tunnel – a way to safety – and a song starts up. It’s timed to kick in as Jason’s vision is greying out from lack of oxygen, orchestrated to give the moment the maximum emotional potency. “From time to time in the story, when we want to capture a certain emotion – put Jason through a certain experience, then we take more control,” says Mark.

It seems, by Vaas’s metric, that Ubisoft aren’t insane. They’re working to change Far Cry, fixing mistakes in the previous games and directing players to avoid the failures that unbridled freedom can bring.

But even with all of its changes, Far Cry 3’s developers would never be able to resist the lure of choice. It’s in their bones. After the demonstration concludes, I ask Mark if there was any other way Jason could’ve played the final, apparently linear mission. Cheerfully, he tells me: “Definitely! You can stealth your way through the ship, for example. When you open the first door, a guy will turn around. Kill him silently, and then you can move through that room and kill everyone else in there without making a sound.”

As they’d say in Ubisoft Montreal’s French-speaking home city, plus ça change, plus c’est la même chose – the more things change, the more they stay the same.
Far Cry®



The latest CG trailer for Far Cry 3 sets up the premise quite nicely. The psychotic one in the red vest is Vaas, the star of the E3 trailer. It looks as though he'll be hunting you through the jungle as you try to find a boat, any boat, to take you away from the wilderness gone mad. You had a choice of characters to play as in Far Cry 2, but none of them were innocent holidaymakers caught up in a gang war. It'll be interesting to see if there's any transition between 'man on holiday' and 'man who can single-handedly take out a base with a toothpick.'
Far Cry®


 
The maniacal performance of the player character's captor, Vaas in the Far Cry 3 demo was one of the most memorable moments of E3 this year. We caught up with narrative director on Far Cry 3, Jason Vandenberghe on the show floor to discuss the art of honing a great virtual performance, and explore the reasons why so many virtual actors end up in "the uncanny valley of performance."

Far Cry 3's virtual actors are captured from real performances, using technology that records body and face movements simultaneously. Vandenberghe told us that keeping the body and facial performances together made it much easier to shoot Far Cry 3's scenes. "We were able to play it as a movie," he says.

However, getting Vaas's performance onto a hard drive involved more than simply pointing a camera at the actor. "I think we have to be sophisticated and use these tools correctly," says Vandenberghe. "Directing actors is also a technical discipline, and a creative discipline.

"There are techniques in acting and performance that evoke great performances, and there are techniques in acting and performance that evoke good performances. The industry has gotten really good at getting good performances, almost no-one can get great ones."



Talking about why some virtual performances work and others don't, Vanderberghe said "there's an uncanny valley of performance, not just in characters, but performance, and we are just, like, one or two of us have just gotten across that frickin' gulf, right? Like, scrambling up of it, going "okay!"

"Now we have to figure out how to repeat that, and make sure that we're consistent in doing it, so it's a fun moment to be pushing that. Our goal is to be at the very front, to be way ahead of anyone else."

For more on Far Cry 3, check out our Far Cry 3 preview from the E3 2011 show floor. The Far Cry 3 announcement was one of our pick of the biggest news stories of E3 this year.
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