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GAMES

NOVEMBER 2014

JB Hi-Fi

www.jbhifi.com.au

FEATURE

042

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characters: one of my favourite moments playing

yesterday was deciding to shoot the rebel soldiers

who had been fighting with me on a whim.

Logically they all turned against me, then one

of them hid behind a barrel and yelled, ‘you’re

shooting at the wrong side, f***face’.

Very proud we got to say f***face in the game

in an emergent, natural way.”

Story is important in FC4, and clearly

developing a strong nemesis in the game is now

a prerequisite (Hutchinson says Pagan Min is ‘not

We wanted a unique, open

world environment that

challenged gameplay

in a newway.

crazy like Vaas; he just lives in a world where he

is so rich and powerful that he can do anything’).

Moreover, the studio has also underscored the

importance of player-generated narrative.

“While the story is important as a backbone

for the game, we really want to provide as

much freedom for you as a player as possible,”

Hutchinson explains. “The story is there to drive

you around the world, get you to interact with the

various features and learn about why Kyrat is in

the state it’s in. This time around we’ve added a

bunch of choices within the story which affect

your missions, objectives and how the story

ends, which we hope means people feel

more ownership of it.”

Along with the choice-driven narrative,

additional gameplay features include the

ability to drop a friend directly into co-op

in the open world, and the introduction of

new tools including a grappling hook and

a gyrocoptor. And if you were a fan of the

hallucination sequences in

Far Cry 3

, the

good news is Ubisoft heard you, and the dev

team have designed a similar system for FC4.

“People loved them, so we wanted to

bring them back. But this time we wanted them

to be filled with gameplay, not just story,”

Hutchinson reveals. “We spoke about how we

could bond this desire with our goal to give a real

sense of depth and believability to Kyrat. The

result was the invention of a fictional set of myths

and legends for the country, which took the shape

of the five playable Shangri-La sections.”

Finally, we ask Hutchinson what other

locations were on the table before they

settled on Nepal.

“We’re always talking about

possibilities, other locales... but

to reveal anything would sadly

compromise our future plans and

then ninjas would descend from

the ceiling and cut your

throat before you could

include it in your

magazine.”

A new a villain, a new protagonist, and new geographical setting.

Far Cry is back.We spoke with creative director Alex Hutchinson.

Far Cry 4

is out on

November 18

ar

Cry 3

was a real surprise package in

2012. Released amidst a crop of triple-A

competition, it was a technical tour de

force featuring a compelling, layered campaign,

and one of the best villains ever found in a

video game.

Now the series is back, ditching the

tropical Asian-Pacific archipelago of 3 for

the mountainous regions of Nepal.

The fictional region of Kyrat is where

Far Cry 4

will play out.

“We wanted a unique, open world environment

that challenged gameplay in a new way, so a

location with mountains was a big plus,”

says Australian Alex Hutchinson, creative director

on the game. “We also wanted somewhere that

was full of animals living in close proximity, and

we wanted somewhere exotic that would be a

new and unique playground for the player.”

The game area is approximately the same size

as the environment in

Far Cry 3,

but Hutchinson

tells us that the area is denser this time around,

and consequently there’s far more to do.

“It’s got more events, more people going

about their daily life. We’ve also got a bunch of

new systems – you can earn karma by helping

the locals and then spend that karma by

calling them to help you in battle.

“There’s also lots more interaction between

animal species and a much more complex

dialogue system for both friendly and enemy