1. Retcon garbage, nonsensical Nuke ending. I still get the feeling they forced that ending solely to set up New Dawn. It would kill the franchise if they just turn Far Cry into a post-apocalyptic series, especially when we already have Fallout and Metro, and even STALKER for good post-apocalyptic games
2. No getting captured a dozen times in the story; I'd say 3 player captures at the most
3. If it has multiple endings, don't force us to get a particular ending to progress the game
4. Have the ending (endings if multiple) actually make sense, and not give us a sense that the whole game was a pointless waste of time
5. More weapons. And by weapons, I mean ACTUAL WEAPONS, not reskins of the same weapon
It was discussed a lot about the ending here. As for me - Far Cry 5's nuking ending was the best. Salt of the game. "But that crazy was right!". Epic, unpredictable ending....what can be better?!
Yes, there can be ending variations, but the ending must be one. Ending - is very important part of any story, movie, game. Ending is crescendo of the story. Even in our life.....
Just let's take our life!
I think so. When we born our end in predetermined. There can be variations in our life, different paths to choose, various way to go, there is some variability...but ending will be one.
We born with beginning and with ending. It's one thing. For us - two different. But from another dimension beginning and ending is one. Like a road. When we are in the beginning of the road we can't see the ending of the road. But from above it can be seen. Road - is one, with beginning and ending. From above, or from another dimension, our life is one whole thing, like a stick, with beginning and ending.
Otherwise how one person can know the future of another person, his death? I've met such people. With phychic, extrasensory abilities. (I mean real, not 90% fake.) Everything they said has come true.
It means only one - information about future is already exists. Future hasn't come yet.....but information exists. From another place - past and future - is one. And these people, super sensative, more sensative than others - they can read this information. Every in his own way: someone sees it in pictures, others hear voices or just know....hundreds variations, depends on personality.
Many people sure that there is no such thing as predetermined future or predetermined ending. Ending may be different and it depends only on them. For such people - multiple ending in the game is O.K. Better to say multiple endings in games were invented by such people. If you do this - you'll stay alive, if you don't - you'll die. They can't understand that if you're destined to die - you will do or don't do something.......some thing that we'll lead you to death. Everything is interconnected and one doesn't go without the other.
So, even from existential point of view - ending in the game must be one! (It can be with little variations for people to replay the game.)
Moreover, from artistic point of view - ending in the game must be twice - one!
Just remember any of your favourite movies or book! Can you imagine it with another ending?! Ending is integral part of that masterpiece.
After years of replaying FC, FC2, FC3, FC5, and New Dawn, I'd say FC5 was the pinnacle. I didn't care for the RPG aspects of New Dawn at all, in fact it is the only FC I've not yet completed.
I'd like to see outpost master return, that was great.
If FC6 ends up like New Dawn, I'll just continue replaying FC5 and the Arcade. It would be cool if there were some way to download ALL of the FC5 Arcade for local only play.
Two bottons over enemy's dead body - too much! It should be at least - one.
All these things make the game slower.
Why not to absorb loot?! With pleasant sound. Every element of the loot with its own special sound. We're coming to the dead enemy - and loot is absorbed. No need to push that button all the time!
It will make the game faster. More energetic!
When you enter Far Cry after a long break and many games.....what do you feel? The game is slow. The game is just SLOW......Everything is SLOW.....
You can't run, you can't act fast....everything is like you're moving under the water.
I guess Ubisoft's studios are full of whiteboards, intranet-blogs and flip charts with reflections about Far Cry: What is Far Cry? What makes Far Cry to Far Cry (main titles, spin-offs)
... well I don't know.
But let me try to answer these questions; a qualitative analyse from outside without any cross connections could be ... interessting.
(I personally hate having no feedback from outside; a feedback from people who are still ... virgin to a topic
I. Far Cry in general is ... (base aspects)/(gameplay)
... an open world game. (That is also the reason, why Far Cry "1" isn't a real Far Cry for me.)
... a game that uses hard core the first person sight.
... has also slow and calm parts.
II. Further aspects:
1. The maps/environment remebers the player in most cases of: beeing on vacations (esp. Far Cry 3 of course; but also 2, 4, 5; Blood Dragon is a bit like a 80s or 90s-Disco... but these environments are also mixed with survival aspects (esp. some DLCs like Far Cry 5 Hours of Darkness or Far Cry 4 Vallay of the Yetis)
2. Far Cry has four three "types" of weapons resp. warfare ("styles"): [sure, there are more ways to summarize it; this one is "not balanced", but it doesn't need to be, because a player always mixes the types/styles; only the fact that the focus defers a bit from player to player changes the "play style" of him/her]:
> Traditional, Archaic (sometimes mixed with brutish, predator-like aspects) [Details: Bow, Takedown, using Herbs ...] -> Gameplay Style: stealth, "ghost" attacks (killing hostiles but with hidding after detection), surviving aspects
> Modern, a bit Guerilla-like [AK47, RPG7, Mines, incendiary agent; also the fact that older guns are in use, like from the 2nd WW2 -> Gameplay Style: assault/from cover to cover, pressing, using tactical explosives to counter bigger attacks
> Xtreme-Sport-Like [modern Recurve Bows, Jet Skis, Quads, Snowmobiles, Hangglider, Wingsuit, ... Diving still missing] -> Gameplay Style: rush, hit and run, air attacks could be counted here, too. Also races or race-like missions
3. The most Far Cry Games have also drug and visions aspects; the player doesn't knows sometimes what might be or is real and what not; in some cases (example: Far Cry 4 killing Yuma, or Far Cry 3 fighting: Buck, Vaas, Hoyt; Far Cry Primal finding the "owl(-spirit)). This fits very good to the "hard core first person"-aspect. [I personally realy like it.] Also there is (sometimes more, sometimes less) some kind of "spiritual"/philosophical lines under the told stories [example: Far Cry 2 "Heart of the darkness" + lines from "The Jackal"; Far Cry 3 "Madness (mixed with lines from Lewis Carol's Alice), or "Do I told you what madness is?" (line from Vaas) etc.
Interim Result:
Far Cry uses bright and wonderful (and maybe harmless (looking)) places mixed with surviving aspects as battle-/playfield. The player has different ways of fighting and of acting, from archaic warfare to Xtreme-Sport components; and the possibility to mix them. This makes the game varying. The fact, that subliminal phylosophical/"spiritual" aspects (visions - do they have a meaning?!; sexual aspects (esp. Citra, Yuma, maybe: Faith - but in a much more "pure" way); the feeling: 'you are a predator, a mad killer; or not?') are hidden in the storylines, pushes this effect of variation.
III. What could be new following this analysis?
If we talk over II.2, so the different "warfares" in the game:
Well...
There were also a lot of different, mostly modern weapons in the games. Using modern aiming-sights (Red Dot, "ACOG" or similar) on modern assault rifles isn't realy Guerilla-style.
I think it is a bit more PMC or Mercenary-Style. I was about to list it above, but ... there are still not enaugh aspects that can be put into this "4th style" yet.
... sure, in Far Cry 2 the player playes as a "Merc", in Far Cry 3 (second island) it is one of the main topics in the story. In Far Cry 4 and 5 this "style" disappeared, exept in the weapon-shop.
Also I have the feeling, that the mercenaries are full of classic stereotypes. Modern PMCs for example have much better equipment and use quality over quantity in their rescue or fighting groups.
So, why not push this "PMC" aspect?!
IV. What is typical for PMC- or modern "mercenaries"? (1st step: remove the classic stereotypes
- modern weapons with additional upgrades and individual changes - CHECK! We have that already yet in the most cases.
- modern (esp. military) vehicles with additional upgrades and individual changes - Imagine the Far Cry 5 or New Dawn verhicle menu with the possibility to add weapons to the cars, planes, boats ... and also with verhicles like (example given for air vehciles): Tiger-Helicopter, Comanche-Helicopter, F-35 VTOL, Mil MI-38 ... important: Mix stuff from the whole world; don't make it to a Tom Clancy/US-Showcase
[ps Airplanes have >stall<, the Airplanes in Far Cry 5 not. ... it is like a car that drives up a 90° slope; should be "sixed/upgraded" ;D]
- high tech equipment and weapons - we have a few missile launcher with a calssic lock-function, ... but ... let me say it this way: They are not realistic enaugh to be a real "win" for this "style"
+ for equipment: why not change the "normal" map with an interactive satellite map? If possible: shows the map in real time from the sky ...![]()
+ Also the possibility to call air strikes (similar to Far Cry 5 Hours of Darkness), missile strikes, nuclear missiles with neutron... ... or just an NPC-Teammate to a location would be great. // If a "whole map in realtime"-thing is not possible because off technical reasons (engine, cpu would burn) --> an alternaitve would be a thing that already exisits: The mortal sight from Far Cry 4++ would be an alternative - called "UAC-Sight" or similar. And in this case it would be more realisitc![]()
A few things could be linked with the other three "styles".
Imagine this ficitional scenario for Far Cry X:
The player buys weapons and spawns an individual armed F-35. The (self given(?)) mission is to attack an hostile base like 600m away from his current position on the map and to free an important hostage/prisoner.
The base is stronger than the player thought, after using every missile the F-35 was hit by a radar guided surface-air-missile. Should have used anti radar chaff. After using the ejection seat the plane crashes. But the fight is not over yet. After using the wing suite in the air the player hides in a bush near the base. An insecured soldier was killed by takedown. A few more enemies were killed from the shadow by a modern sport bow with and individual keyfob near the sight. (Iam not angry, if you sell the best keyfobs for the weapons via MicrotransactionThen the player was spotted and an open fight begins again. Herbs from the old medicine man help now to spot the snipers.
The most enemies are down and the player ecapes with the hostage on two motorcross bikes. The taxi driver from the first scene of Far Cry 2 is safe now. ;D
Summary: Far Cry (in general) is a mix of different roles in which a player slips. In the opposite of other games, the roles (and their (philosophical) backgorund) change very fast or even overlap during playing the game. That makes the game dynamic without the pressure to make it faster and faster, also calm parts are an important part of it. Variation comes from the roles and styles a player needs to take AND chooses to take.
I would give the game more options in the option menu if we talk over gameplay:
1. Jamming guns: Yes/No
2. Autolooting: Yes/No
3. Tag enemies: Yes/No (we already have this, and I play in the most cases without tagging enemies + classic vehicle control on the controller/ I hate to press forward to drive a car
4. Extreme weather and other dangerous things like vulcanic activities: Yes/No (= only scripted)
5. Stall (planes): Yes/No
...
Over everything stands a question, yes:
The most other games ask: What is right?
But Far Cry not; Far Cry asks nearly in each main game, spin-off or even DLC: What is normal?
+ Do you have to be "normal"? (esp. Vaas, Pagan Min, the different memebrs of the Seed family, the twins (Mickey and Lou) ... even in Primal like Sayla or Tensay) or is it more "fun" not to be normal?
~
This toughts remember me to a philosophical line I said once (if I way younger): "Normal? What is normal? The most humans are crazy - in his or her own way. And the few people that are not? They are not normal, because they are the only people who are nomal
My wish(es) for Far Cry 6, upcoming spin offs and DLCs? Keep these aspects in mind, don't forget them. Push them - also on a reflected meta level.
Keep brave but respectful with the next scenarios for Far Cry; and the games will be fine.
~
Was nice to be here for a few minutes again; unplaned, because I am stuck in real life at the moment![]()
Me and my fellow clan members did stop to play Farcry series due to lack of multiplayer support in previous game. We really need better multiplayer objects like "Team Domination, Firestorm and Transmission from Far Cry 3." Plus Diamond mission from FC2(like capture the flag)
Editor was ok at FC5 but lack of multiplayer objects and low amount of players at one match was only thing we were complaining in the past.
Anyway, we will see what they will cook this time. My hopes like the OP's list.
People liked loading screens and its music .....
Developers, why not to make good musical Intro?! I think Far Cry must have memorable Intro with good music!
As for games.....Do you remember what a good musical Intro had Borderlands2....
As for movies...."Once upon a time in Mexico" had good musical intro.
Far Cry also Must Have good musical Intro!
Adding to game's music....
I think villain should have its own musical theme. It can be a song, melody or whistling something.....I mean villain shouldn't sing like Shah Rukh Khan but with villain's mucial theme game will be better.
Music - is one of the major aspect that will push this game forward. Very good that in Far Cry 5 developers understood it fully. Beautiful nature + music + good shooting mechanics,gameplay + story, villain.....components of Far Cry success.
But there is one more component that developers still don't understand - romanticism! Game must have this important quality. Lonely warrior crossing beautiful country....helping people around, guerrilla warfare, love, loss, betrayal.... Far Cry should be far away romantic advanture. But it doesn't mean snots and kisses under the moon, no. It's difficult to explain, romantic flavor... it can be only felt.
I think sooner or later Far Cry will be big RPG game with thousands of hours to spend there and many $ to spend. This is not bad. Game, dunia engine.... all these need development, development needs money.
And people will spend time and money there....to listen to music, to feel romantic atmosphere.....
Nobody has wishes to write.....May be nobody will....for weeks or months, I can't wait. O.K, I'll go on...
As for music again....
Have you noticed that when a lot of people sing one song it affects more. The song sung by the choir of people has some special influence. I would say it has primal effect.
Why not to use it in the game?!
Rebels, guns for hire, our squad....they may sing in chorus. All together. Or sing along some parts of the song. When we'll go on a mission, for example.
We're driving a vehicle, they're sitting behind and singing. Or one of our gun for hire driving a vehicle, we're sitting with rebels and they sing...
Our protaginist also may sing! It would be better than keeping silence all the time.
For example, this man in Britain sings old choral song. Every place of the world has songs that can be sung in chorus. Well chosen they will fit the game!
After Ubisoft just now restructured their editorial team, I hope this means Far Cry can have a proper evolution in play-style, gameplay, interactivity, and overall quality for future installments. Its about time they make something that doesn't feel like a simple reskin from previous installments.
I agree with password1234xxx in terms of vehicles ranging from old to new and use of sexual themes in certain story scenarios (Given that it was something FC3 and 4 did well with and can take advantage of the M rating).
An Mi-24, Apache, or Black Hawk would be very welcomed. Planes featured could range from old WW1 era biplanes to modern F-16 fighters, Su-30s, and MiG-29s. Tanks featured could range from the old pre-WWII M2 and M1917 light tank to semi-modern tanks like the M48 Patton and T-54 to modern tanks like the M1 Abrams, Leopard 2A4, and T-90.
I believe this would definitely add diversity each with their own power and armor stats which would make players think about how they should approach their objective or enemy and give players variety that they can discover over the course of the game. The Saboteur and Mercenaries did this very well and I really enjoyed this type of vehicle system.