We have some new details for you courtesy of EDGE magazine, and it seems like the game is shaping up to be pretty good. Far Cry 2 was a mixed bag; fans hated it for the poor design choices, but there were some people who liked it as well – like me.
Here are the details:
- There is also “a blobby, butterfly-winged shadow of a Rorschach ink blot fill the screen, with peeks of lush foliage visible between splotches of darkness”
- Open-ended combat
- Plan bouts with enemies well before you face off
- You may decide to charge in for a frontal attack, hang back and snipe enemies from a distance, or place C4 on the side of a jeep and send it to an enemy encampment
- Freedom is tied to the story
- Unlike Far Cry 2′s “hard-edged political cynicism”, Far Cry 3 is “a focus on the personal, charting one man’s spiral into violence, and quite possibly madness, on an archipelago where everyone else seems to have a head start”
- No weapon degradation
- Game designer Andrea Zanni: “We have land animals and sea animals. They’ll be there as threats, they’ll be there for you to utilize – you can go out into the jungle and go hunting, which is all part of Jason growing and surviving on the island. If you go deep into the jungle, you’re going to have some encounters that may not be so pleasant. So they’re a part of the ecology of the island, and really making the island this savage place for the player.”
- Although Brody was your typical guy on holiday with friends/his girlfriend, he is now thrown into a situation “that threatens to send him off rails”
- Players will have to contend with native fauna and domesticated animals
- Dev. team wanted the game “to be emotional and raw”
- There are numerous villains
- Open-world designer Jamie Keen: “It’s about making sure that the player is constantly feeling enabled by what you can do in the world and enabled by the world itself. You feel like the world’ inviting you to make you feel like you constantly want to move through it, constantly want to know more about what’s going on there. Recently, we put a mineshaft just on the way down to a lighthouse. And players heading to the lighthouse see it, and everyone just goes, ‘Oh look, a mineshaft!’ and they have to explore. We want to constantly surprise people [with] how much they’re going to find when they do go exploring and follow their nose.”
Sounds pretty good. Tell us what you think in the comments section below.
Via Gamingeverything.