
This leads to the most immersive world in the Far Cry series, and one that didn't bore for a moment of the hours I spent attempting to tame it. By removing some of the more ostentatious tics from the franchise, Ubisoft has also removed many of the distractions from the beautiful, brutal land it has created for players to explore. Wrap Up: Far Cry Primal's lack of distractions keeps it excitingīut something about the utilitarian nature of Far Cry Primal clicked with me, beyond my own magpie-esque affinity for picking up every scrap of flint and animal fat dotting the landscape. The lack of mechanical diversity led to a sameness that turned most single-player missions into something of a chore. The (perhaps chronologically appropriate) lack of richly detailed characters meant that I was never particularly engaged in Primal's threadbare narrative. At the same time, it eschews the trademark sardonic humor, charismatic cast and moral dilemmas that have turned the franchise into the closest thing we have to the thinking person's open-world shooter. You're getting constant dopamine hits from finding the next sapling/animal skin/cool rock that will let you become just a smidgen less killable. Animal AI produces some amazing organic moments that make the world feel vital and alive - seeing a pack of wolves chasing deer or goats is not uncommon - but when beasts behave more erratically, Oros feels more like a broken Disneyland ride than an untamed wilderness.Īppropriately, Primal is a game that leans into Far Cry's basest lizard-brain pleasures. There's also a bit of all-but-expected open-world instability (I fell inside rocks on two separate occasions, forcing me to fast-travel to escape, for instance). For example: The ability to take down unaware enemies with a single button press returns, but chains of takedowns are often frustratingly sabotaged by overzealous pets, which cost me quite a few experience points. Some of Primal's changes haven't been honed to the laser-sharp edge of Far Cry's more established mechanics. My impulsive desire to catch 'em all prompted a frankly embarrassing portion of my brain to create the portmanteau "Po-cave-man" (which works better out loud, if only slightly). Once breeds of animals are in Takkar's service, they can be summoned at will depending on what the situation calls for. Rare varieties have special abilities, like the black jaguar, which can kill enemies without alerting their compatriots. His greatest strength, and the biggest mechanical addition to the Far Cry formula (as opposed to the many subtractions), is the protagonist's ability to tame the predators of Oros.īears are ferocious, but slow. That does not mean, however, that Takkar doesn't become more powerful. You will never be strong enough to take on a savage beast without planning or strategy You will never be strong enough to take on a wooly mammoth or equally savage beast without a lick of planning or strategy, and that feels incredibly refreshing in a franchise that tends to elevate players to demigod status by the halfway point. The land of Oros is brutal, and it's only slightly less so after Takkar has unlocked all the upgrades to his weapons and his natural resistance to injury. Past Far Cry games have been domination fantasies.

Even Takkar's ability to heal himself is reliant on eating the meat of the animals you've brought down, so you're almost never at a point where hunting and gathering aren't crucial.
