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Kings

of the

Stone Age

W

hen we last spoke with

Alex Hutchinson a month

out from the release of

Far

Cry 4

back in 2014, we pushed him

for some of the other locations that

the team had considered for the

game. Although reluctant to

disclose any information in case the

studio decided to use them at a

later date, we threw some ideas

around the office that included the

Middle East, Northern Europe and

even Australia. However, no one familiar

with the franchise could’ve possibly

predicted that it wasn’t a geographical

shift we should have been considering,

but rather an entirely different era; one

set some 12,000 years ago.

Far Cry Primal

isn’t the only game

currently on the upcoming slate to

feature a step back to more primitive

times. Sony’s superb looking

WiLD

plays

out during the Neolithic period, and

although

Horizon: Zero Dawn

, another

PS4 exclusive, is set 1,000 years in the

future, it leans towards a prehistoric

influence and aesthetic. But just exactly

how did the studio swing from the

present day back to the Stone Age?

“We like to find those aspects of the

real world where you find yourself in wild

and unpredictable frontiers, and we look

for an interesting new take on it –

something fictional, but plausible,”

explains lead game designer, Clark

Davies. “The Stone Age fits really

well into that philosophy, and the

more we thought about it and

researched it, we knew we were

on to something.

“We knew that going back to

the Stone Age meant reinventing

our core gameplay loop, too,” he

continues. “Without access to

guns or vehicles, we had tons of work to

do. We created new mechanics as part

of this, and first and foremost was the

ability to tame all the predators in the

world and use them as weapons. This

alone will add new ways to engage with

your enemy, and we call this 'The Beast

Master'.

“We also looked at the life of people

in the Stone Age and translated that

into our new core mechanics, from the

ability to track animal blood trails, to new

combat styles with, among many others,

clubs, spears, [and] bows, while having

the option of combining those with fire if

you are up for it.”

Fighting with the primitive weapons

of the era will also provide a further

challenge to players used to squeezing

the trigger on an assault rifle or an RPG;

actions synonymous with the Far Cry

series. Using a spear or club certainly

has its gameplay limitations, especially

for players conditioned to the fast run

and gun of first person shooters, and

the studio’s answer to that problem was

crafting.

“When you think about it, there was

no way to make this game without

weapon crafting, which is another first for

visit

stack.net.au

GAMES

FEATURE

52

jbhifi.com.au

FEBRUARY

2016

GAMES

Ubisoft take the Far Cry universe primal.

STACK

chats with lead game designer, Clark Davies.