There’s a moment in Far Cry 4 where the player must progress through a Kryatic ritual of self enlightenment. You burn incense, spin a prayer wheel, and make an offering of flower petals at a small, dignified shrine. This being an Ubisoft game though, each canned animation of your character carrying out these tasks is accompanied by a karma meter filling slowly at the top of your screen. No joke, the last step takes you from 75% karma to a full 100% karma, and the mission can then proceed to the fun bit, holding off a military invasion with machine guns and molotov cocktails.
It amuses me greatly to picture a design team standing around a white board discussing whether lighting a candle in solemn reflection should earn the player 25 karma points or 30. What colour bar best represents the player’s progression towards inner peace?
Far Cry 4 is immensely fun. Its sprawling steppes are full of encampments to assault, animals to hunt, and towers to climb. This far into the Far Cry series Ubisoft knows what they are doing when it comes to first person combat, vehicles, and hiding collectibles across all of creation. They know that camp assaults were the best part of their previous game, and so they’ve made them easy repayable in 4. They know how to make guns feel meaty and satisfying, and how to make encounters with wild animals terrifying and tense. They just don’t know how to handle more subtle concepts well.
Far Cry 2, the first of this mold, took place in the humid jungles and arid deserts of Africa. Far Cry 3 travelled to the south pacific, to allow for a brighter colour palate and more water-based exploration. Far Cry 4 backpacks to a faux Tibetan landscape, because the wing suit is amazing and combat is more fun when there’s a vertical component, with enemies spread up and down a mountainside.
With each migration, a fresh coat of location-specific veneer is applied over the basic game mechanics. Far Cry 2 had malaria pills to prevent the player from growing listless and bored, and conflict diamonds as currency. Far Cry 3’s skill system was tracked through the main character’s culturally-relevant tattoos. Far Cry 4 groups player skills into 2 libraries represented by a tiger and an elephant, and tracks XP in the form of karma points, earned by murdering hundreds and hundreds of people. With each iteration, the pretence grows thinner and thinner.
Make no mistake, Far Cry 4’s combat is glorious and boisterous, its world is detailed and beautiful, and Ubisoft have spared no expense in making Kryat a theme park of excitement and heroism. They are experts at open-world first-person shooting. It’s when they sometimes try to apply these talents to more esoteric concepts like religious observance that they fall flat on their face. Like a ’72 station wagon, a thin veneer is always quick to crack. Gamers know what XP and skill points are, there’s no need to play game-mechanic dress-up with every new franchise instalment.