Far Cry 5: Ubisoft Explains Why They Removed Towers And Min-Map

Encouraging stuff.

Posted By | On 25th, Jun. 2017 Under News | Follow This Author @Shubhankar2508


We all punched the air in celebration when we found out recently that Far Cry 5 won’t feature the trademark Ubisoft radio towers. Not that there’s anything wrong with that mechanics- it’s just been done a few times too many at this point. And not just that, it also turns out that the game won’t even have a mini map. We recently spoke with the game’s lead writer Drew Holmes, and when we asked him just why Ubisoft had made this decision, he said some very encouraging things.

“I think it’s because it helps increase exploration,” Holmes said. “I think in Far Cry 3 and Far Cry 4 you got into a rhythm of, ‘the only way that I can find out what to do in this area is to go climb a tower, hit a button and all of these things pop up.’ We really wanted to focus on exploration with a sense of, ‘I’m not sure what to do or where to go’.”

“I think when you set a game in a more familiar setting like Montana, we wanted to compare it to, ‘what would I do in this situation?'” Holmes continued. “I’d have to go and try and meet some locals, see if they’d do anything. Or go to a town and see if there’s anything to do around there. So the goal really was to get rid of the towers as a way of forcing me to interact with the people, pay attention to my surroundings. And sort of intuitively figure out, ‘well, if there’s a town here, there’s a gas station down the road,’ so everything sort of feels like a believable world.”

Holmes then went on to tackle the removal of the mini-map from the game, a first for the series. “The removal of the mini map was so you’re not staring at a little corner of your screen saying, ‘what’s new in the world?'” he said. “You’ve got to actually pay attention to the world and making sure that the art side is doing a good job of making sure there are good landmarks to orient yourself. That it becomes more of less the game guiding you on where to go, and more of you saying, ‘where do I want to go, what do I want to do today?'”

As I said, it all sounds very encouraging. The idea of leaving players to themselves in a living breathing world is a salivating one, and as we’ve seen already this year in a game like Breath of the Wild, this absolute freedom of exploration and complete lack of hand-holding can lead to some wonderful, player-made moments. It’s great to see that Far Cry 5 seems to be taking that even one step further by removing the mini-map as well.

We’ll be posting our full interview with Drew Holmes on the site soon, so stay tuned to GamingBolt to check it out. We talked about a lot of great stuff. Far Cry 5 launched in February next year for the PS4, Xbox One and PC.

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  • Psionicinversion

    cant wait for all the casuals to start complaining about omg where do i go, what can i do, i should have an app for that

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  • Luke Skywalker

    “I think when you set a game in a more familiar setting like Montana”……um, Montana is not familiar to me, sir.

  • LDS

    This better not be a stupid attempt to extend the play time

    • C. Hoffer

      It’s both (realism & game time extension).
      It will likely extend game play by 100%. Unless they include way points or auto-markers, everyone is going to really be paying attention where to go and spend a disproportionate amount of time trying to figure out where the bad guys are so they can have fun. Sounds like a great game…not.
      This can be done well but the artistic landmarks will have to be very well done and HUGE. Hopefully they include an intelligent way point once you get close to the marker.

  • Dravin

    I really miss jammed guns and malaria from far cry 2. Such things make combat hard. Even in easy difficulty setting. Why no one can see this.

  • C. Stella

    “A first for the series”. It’s funny how every article about this seems to forget the fact that Far Cry 2 existed and did it already and did it wonderfully.

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