Far Cry 3 Review
2012Ubisoft MontrealGame
The template for every open world checklist since, saved by a fire propagation system and a villain who leaves halfway through.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Good | |
| Gameplay | Great | |
| Overall | Great |
This is the game that invented the modern open world shopping list, with towers that reveal map icons and camps you clear to unlock fast travel, and a decade of imitators has made that structure tiresome. It was not tiresome yet, and the reason it worked is systemic. Fire spreads through grass according to wind, so a molotov thrown at the edge of an outpost becomes a plan or a disaster depending on which way the breeze was going, and the animals that wander into your firefights turn a stealth approach into farce with no scripting involved.
Rook Island is dense and genuinely dangerous, and the hunting and crafting loop gives exploration a point. Vaas is the reason people remember it, a coiled, unpredictable performance that towers over the material, and the game makes the mistake of writing him out with a third of the runtime left. What follows is flatter, and the story about a rich tourist becoming a warrior among islanders never resolves the discomfort it keeps poking at.
Far Cry 3 at a glance
Official site- Platforms
- PC, PlayStation 3, Xbox 360, PlayStation 4, Xbox One
- Developer
- Ubisoft Montreal
- Hours played
- 30
- Year
- 2012
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