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  1. #1

    Arrggh..no peak 'n lean??

    I just read somewhere, that the excellent cover system from Far Cry 3 has been removed. Is this true?? Please please please don't let it be so..I'm not exagerating when I say, FC3's ruined me: and I can't play an fps without it now. That's why I lost all-interest in Destiny, months before it came out. Surely, surely not..right?
    Does anyone know??
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  2. #2
    Hortey's Avatar Senior Member
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    I'm pretty sure I saw in some gameplay footage a guy was using a bow and pulled the string hipfire while behind cover which went into a peak fire animation. It should be in, I dunno why they would cut it.

    I mean, it's a good feature and since they basically built this game with FC3 as the mold, it would take more work to remove it.
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  3. #3
    Nevermind [whew]. It's there. And this is why you shouldn't read German reviews via google translate, children.

    Seriously though, no one EVER uses peak when making a Far Cry 4 video. And that's just wrong. But then, most casual reviewers ignored the systemic fire too-which is still the best in any game [actually: it was at it's best in Far Cry 2, but at least it's still there]. Nor does any reviewer seem to grasp how amazing the stealth system is for that matter-it's DESIGNED with loud weapons in mind, and even aggregates of grass block line-of-sight.
    Far Cry 3 played like a next-gen game, a full 2 yrs before next-gen [or Battlefield 4-with the same context sensitive controls] came out. Unlike Bungie, who don't do innovation [it only took them 7 yrs to add ads..but STILL no cover mechanic]; the Far Cry franchise, like Battlefield and CoD: has always kept up-to-date regarding the fps mechanics arms race. It would be a crippling failure if they instead went the; Halo/Destiny/Doom/Duke Nukem route..and retained 10 yr old controls.

    Just to do my bit to help ensure Ubisoft don't do anything stupid with Far Cry V, I'll clarify my point with a question; why does the gameplay [not the graphics] for Homefront: the Revolution look so damn next-gen? Answer; ubiquitous use of peak, that's why. Peak peak peak. Same as why Alien: Isolation looked so good gameplay wise, too. Dash, jump, slide, peakaboo..BANG BANG. Epic.
    I just refuse to play a first-person game without it, now, as anything less just feels clunky, dated and not-at-all naturalistic. If someone had told me Homefront 2 was Far Cry V; I'd have believed them. In fact, it looks like the ONLY game that has a ****-show-in-hell of topping FC4. And even better? It looks to be going the route of Far Cry 2, i.e., is more hardcore.
    Ubisoft..take note.

    I also appreciate that Ubisoft allow you to turn off each individual hud element now, so you can choose to make it fairly hardcore [I can finally retire the dvd case which blocks the radar on my '360 copy of FC3]. I love how, by turning off every hud element-except the compass; you can play that game by intuition alone. Played like that-on the harder difficulty settings; and the result is the most immersive gunfights I've ever experienced in an fps. It's truely the best way to play it. If the peak, or the stealth or any of those systems had been removed; you wouldn't be able to play the game like this, which would make it broken, to my mind. I plan to pick up Unity too, once the bugs are ironed out and play it the same way; in French [I'm learning French] and with every *******ed icon turned off-except a compass. Last time I got drunk on the Seine, Paris didn't have icons floating over the Notre Dame.

    That is all:-)
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  4. #4
    Hortey's Avatar Senior Member
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    It's cool, I was actually kind of excited to see a thread not about multiplayer considering it was never a reason I liked playing far cry to begin with. Honestly, the asymetrical warfare seems different so it might be the first far cry I actually DO venture into mp for, and the same for the open world coop.

    I liked how FC3 did the peak system, the system is actually a huge step forward for stealth in first person games that doesn't rely on darkness and light meters or ruin my immersion with 3rd person cover mechanics like R6 vegas style systems. It's implemented badly in BF4 IMO, considering it's a pvp oriented war game and peaking only makes it easier to instapop in and out of cover (which almost no one uses it for thank god) instead of how it should be used. I feel like if BF4 used the system differently, like pushed the legs out further to the side you aren't leaning toward to counter balance and make it so lean put half your actual body out there beyond the wall it would be used much more often for cover in firefights. But then again half the people playing that game stand in the middle of open streets against tanks and fire RPG's at people parachuting around anyway.

    I really like how with the distraction throwing and cover mechanics the game can do stealth without using night as cover (although day/night cycles would be sweet if they are looking for ideas for the future, especially with access to flashlights/flares/nvgs/creative use of fire for light sources) while also making the system useful for hectic firefights. I think it would also be neat if enemies favored cover when being shot at so long as they weren't berserker style fighters, it would be a cool way to draw out the length of firefights and let the AI work some dynamic tactics on you instead of being gunned down almost instantly.
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  5. #5
    Agreed, peak probably works best in PvE scenarios..and I sincerely hope it becomes an industry norm for such games. My hopes are high, as if the promised first-person cover system in GTA V works similarly [it should], then that will be; Battlefield, CoD, Far Cry, GTA, Star Citizen..pretty much every triple AAA shooter developer out there [except, of course, Bungie: who are so arrogant, they think their 13 yr old control scheme is still the pinnacle of game design-when it never was in the first place]. I still get hit when I pop out long enough to aim. More often, I'll just do a quick pop out spray that has no hope of hitting anything-purely for suppression. So natural. The way the stealth, suppression, peak and A.I came together [and occasionally flame] with loud weapons..if you love fps games; it's how it's meant to be played as it's a fps at it's core. It's maddening seeing all these previews, where these systems are ignored and everyone takes the "press x to win" approach to killing enemies [yawn]. But, to be fair; I finished FC3 on normal difficulty replete with vision sensor turned on for my first playthrough [which amazed me-it's modeled on an aircraft's radar warning recievor-rwr and you can almost see the radar vision 'painting', and being blocked by, foliage and even aggregates of grass]-befpre I even discovered peak. Over the course of the next [I've lost count] playthroughs, I gradually worked up the courage to turn everything except the compass off, use peak as much as possible [a revelation once I found it]-and just play by intuition. That's how I'll start with no#4, as it's by-far the most rewarding style of play. I guess..I really want to see someone who's really good at the game play it, but sadly: that's no one on youtube as of yet. This absence of engaging combat is exactly why I've never been able to play an Assassins Creed game for long; as the mind-numbingly casual combat is far too easy to be engaging, so I always lose interest. Haven't actually owned an AC game since the first one, and I'll only be picking up Unity; 'cause of Paris [plus the fact I'm studying French, so naturally: being immersed in French will be combining study with pleasure].

    Back to FC4, besides the level design, which looks better; I'm most excited by the improved A.I [and more enemies]. They can get you anywhere now, mirror every player action and spot you from further away [playing with a sniper rifle in no#3 was a way to break the game, and, if anything: took even less skill than auto-stabbing everybody, as your enemies frequently had no counter]. And let's not even mention the ******* animal A.I. They're still bullet-sponges [sigh]..but at least now they're smarter and can e.g., climb lampposts. I loathe bullet-sponge enemies, it was one of the many missteps that ruined FC2 (enemies taking TWO headshots, another game breaking misstep being A.I that could see you from the other side of Africa through everything [including walls], making close-in encounters almost non-existent on the harder settings=forcing you to play on easy/normal [sigh])-and I'd seldom replay the Outposts with heavy enemies in FC3, for that reason. They're a hangover from 12-20 yr old games like Doom and Halo. But at least their were ways to keep the animals at bay in FC3 [fire/potions], so I didn't really mind. Next time, Ubi; could you make animals that react realistically to gunfire-but that are, perhaps: one-hit lethal [and less of them] like, say: the Xeno in Alien: Isolation? Maybe that's a cross-gen limitation, I don't know..
    Anywho, to get a good fight in no#3, I'd always let them trigger the alarm and found myself downgrading to less effective weapons with a pistol sidearm-in an attempt to prolong the fight. Using the awesome stealth engine in no#3, unrivaled as regards triggering epic gunfights; one neat distraction I found-is throwing an airburst grenade-which usually allows you to make an escape. Or you could just gun everyone down whilst they're stunned. It makes more noise than anything, too.
    I hope sound travels even further in FC4.
    Can't wait.
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  6. #6
    Flanker1Six's Avatar Senior Member
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    Originally Posted by Hortey Go to original post
    I'm pretty sure I saw in some gameplay footage a guy was using a bow and pulled the string hipfire while behind cover which went into a peak fire animation. It should be in, I dunno why they would cut it.

    I mean, it's a good feature and since they basically built this game with FC3 as the mold, it would take more work to remove it.
    What Hortey said! +1
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