To be honest I was surprised Far Cry Primal came out so soon, but I see the direction you were going with it!
In my opinion (which doesn't really matter cuz i'm not gonna make you guys money!) I really liked what you did in AC:Syndicate with the WW1 London area.
It was a nice peek at an assassin that won't really get it's own game, but also a proof of concept if you decide to make a fully developed WW2 AC game. I'm seeing AC: Operation Valkrie behind the scenes kind of stuff, it was neat to play through and explore that era though.
That being said Primal feels like a Shangri-la kind of place, or a WW1 area to explore when you want to have some fun on the side!! And in that purpose I can see it being ALOT of fun. Especially if the REAL game is set in a Greenland, Alaska, Siberia type of area. Because these places still have natives and villagers nowadays and you could "flash-back" to a time when there were whooly mammoths, and sabertooths to hunt.
The problem many of us have with Primal being it's own game, is that there is not enough content. Don't get me wrong, i enjoy running through Kyrat as Legolas and popping as many arrows as I can into a body before it hits the ground (4 is my highest), but it is a difficult thing to do when being shot as as well. Obviously the melee will be different but I think Primal has; a bow, an axe, a rock, and maybe a slinghsot? So I can shoot 5 arrows or throw 5 spears and than i'ma ll out of ammo. Just doesn't seem that involved.
But adding this as an open world option to explore, like the WW1 area, instead of a linear Shangri-la story so to speak, seems like a much better idea.
Hopefully Far Cry Primal will allow you to expand on more of a crafting and survival element that you can bring to a future title (with guns).
What is needed is not a constant plethora of new environments that offer exotic visuals and tell the players this is what they've always wanted. We are not tourists and this is just more graphics hype which is really getting old. They should be working on how to economically produce complex and realistic game interaction and behavior that is not delivered via pre-recorded QTE's which is clearly a money saving development tactic. And having the player run around completing extraneous activities (things to do) just to provide content is not enough...it's just busy work and is completely boring. The game needs to have substance and it hasn't had that since FC2 despite all the shortcomings of that release. FC2 was a move in the right direction and could have been polished with subsequent releases. But instead the company made a conscious decision to create a "template" sort of game that could then be cloned like a cookie-cutter.
This is very true, I have made suggestions on this before, but seeing as they now hopefully have a clean slate to work with, they will be able to incorporate some of these ideas. These suggestions will make the game more interactive and make your player choices matter in almost every aspect of the game, not just 5 major story points.
1.) Capturing Outposts....... does absolutely nothing (just a fast travel). If I wanted to I could leave every Outpost alone until I beat the game. Solution?? Outposts provide you with supply routes.
2.) Radio towers "spread propaganda" but really they don't. If I capture one I get to see a cave with some money in it. Solution?? Destroying propaganda recruits soldiers for your cause.
3.) Random Encounters with allies and enemies for karma points. Pointless. I usually ignore them. Solution?? Add a meter that keeps track of how many soldiers you have (like the pirate crew meter in black flag). Now their lives matter
4.) Now that we have a way to recruit and way to store supplies/access enemy terriroty, we can send troops on missions to black market trades, ambush patrols/convoys, raid enemy depo's, etc.
5.) USER GENERATED SIDE QUESTS. Let's say I set up an ambush on a patrol. I sent 3 fighters that have a 33% chance of success. Yeesh. If I let the mission carry on automatically I will probably lose those guys. But each mission has a 10 minute 'set-up' period. During this time a Side-quest bubble will appear on the map with a clock (much like Legendary events on black flag). If I wish, I can go activate the mission manually and take part in it with the 3 troops I selected. I created the mission, and I participated in it.
6.) Building off of that^ when I chase down a guy on a quad for intel, I only get karma points. Instead that intel, once you obtain it, should activate a choice between 3 other side-quests such as Hostage rescue (gain troops), Assassination missions (weaken an outpost), and Bomb Defusing events (gain supplies). Now you added another choice for the player to make, and makes chasing a vehicle worth while if you need that extra soldier, etc.
Now the lifes matter, the outposts matter, the enemy intel officers matter, everything you do in the game matters. There is a system for missions, which provides materials for upgrading your rebels, base, and equipment, etc. As for a survival element to add to the game, Far Cry 2 added misfires and disease. In the middle of a 3 man battle a gun jam could mean life or death. Disease could easily kill you if you aren't paying attention too. Would be nice to see these again.
DRUGS. Amita wants drugs for money, Sabal wants healthy land. Doesn't matter. But it should. Add a reputation meter (Watch Dogs). Every time you come across a pallet of heroine you have a choice. Hold x to claim and gain money while losing support. Or burn it and gain reputation and miss out on extra cash. These would be like posters, once they are gone they are gone. Reputation will also effect how main character interact with you in cutscenes.
All in all a lot of this has been done across several other Ubisoft titles, now it's just a matter of bringing them all together into 1 game. They would all work very well together, especially in a game where your choices effect the outcome.
One idea i had for how they can better utilize the current structure of activities they have in place in a way that would be more satisfying is instead of just unlocking and giving you a free weapon for hijacking radio towers, taking down the tower should instead unlock a mission you have to do where the end reward is the weapon. That way we're still getting it, but we're actually earning it. I also prefer when side-quests have deeper narrative justification, so like the radio towers could be playing propaganda, but hijacking them actually uncovers the frequency that gun-runners have been using to keep their routes/ hideouts secret, which is why taking them over reveals where the new weapon is being stored, hence the new mission to recover the new weapon. I really hope the next far cry is modern day Far Cry 5 again, I wouldn't mind them sort of leap frogging eachother with modern day, then unique setting, then modern day again, but I really like the modern day ones so I hope they keep making those as well....
I can see this being a neat challenge to unlcock the Legendary Weapons in the game, but the other guns shouldn't be too difficult to obtain. Good idea though, I like it better than fighting in the arena for 5 hours to unlock a gun.
As for the setting, anywhere from the 60's to 2000's. 60's-70's also provides room for some paranormal activity and fun quests (Been watching the new Fargo season, aliens man). I would really like to see them take a year off from the annual reskinning, and make a NEW game. Hopefully that is what Primal is buying them. Some extra cash if it sell, and time to work on a really great Far Cry game.
I'd like to see one of these three settings in Far Cry 5:
-Moscow; not some run down appcalyptic version of Moscow but the real deal, with pedestrians and cars and a metro system
-South American drug jungles; well they sort of have that with Ghost Recon Wildlands but when I think Far Cry I see jungles before my eyes and cutting down trees (ahh I miss Crysis 1)
-The Wild West; self-eplanatory
I'm not saying the missions should be difficult, but it should take more than just climbing a tower to get a free weapon. The missions could just be simple, "go to this area, kill enemies and loot a weapon crate" sort of things, not difficult really.Originally Posted by FossilCookie43 Go to original post
I agree with ya on the South american jungles and maybe the wild west (depending on how they went about it, personally I"m thinking it'd be cool to be an english speaking native torn between his tribe and the civilized townsfolk, that way hunting and using the bow and all that makes more sense), but Moscow I don't think would be a good fit. Far Cry to me is more about the rural environments and I don't think it being set in a civilized city would work with the gameplay as well. I did want a game set in the forests of syberia but that was before FC4, so it'd be to similar to that now...Originally Posted by The4orTy67 Go to original post
I am really looking forward to Homefront: Revolution. That is the kind of urban combat warfare I am looking for in Far Cry. I also think they could do Russia in an Alternate WWII Timeline, where Germany successfully invaded, and you and your band of buddies wage guerilla warfare on those Nazi bastards.
This would provide a great wolrd to explore, with a few LARGE towns and cities, and some small military outposts. I think this would really set the stage for a few reasons.
1. There is not a single WW2 shooter out on new gen consoles, so there's no competition
2. WW2 with these graphics?? Yes.
3. Would make sniping more interesting if you wound an enemy, and lured his buddies out
4. The crumbling Russian cities would provide a wonderful playground to harass enemy troops
5. Tanks.... nuff said
I would love to see some heavier vehicles in the game no matter what.
Like I said in my previous posts, all these mechanics have been used in other Ubisoft games. And as I said before, they would all work really well together in Far Cry because together literally every choice you make effects the game.Originally Posted by HorTyS Go to original post
Assassin's Creed may have implimented some of these (crew meter and supply routes........ that's all). Far Cry already had weakened Strongholds when you kill Noore, etc. But to add more choices and options you can make that option available for more outposts too.
Now a reputation meter (Watch Dogs) would be neat because it would effect how people view your cause, and effect recruitment.
As for user generated missions, that you can take part in, and making the intel, outposts, and bell towers, etc, all matter, those are all just improvements and to me the next obvious step in a game all about your choices.