Far Cry Primal Analysis
July 17, 2017
1 Overview
Far Cry Primal was developed by Ubisoft Montreal and published by Ubisoft in
March, 2016. It is the fifth major release in the Far Cry series, and the fourth to be
developed by Ubisoft. Like its predecessors, it is a first-person open-world action
game with a heavy emphasis on dynamic events and sandbox gameplay. The main
difference comes from the setting: whereas from Far Cry through Far Cry 4, the
action is set in roughly modern times, Far Cry Primal is set in 10,000 B.C. Where
the previous games feature a large number of ranged and melee weapons, plus many
different types of vehicles (including cars, trucks, boats, and hang gliders), in Far Cry
Primal the player is limited to two kinds of clubs, three kinds of bows, an upgradable
spear, assorted traps and bombs, and a dozen animal companions with various
abilities.
2 Formal Elements
2.1 Players
The player takes control of a caveman called Takkar in Far Cry Primal. He belongs
to a tribe called the Wenja who inhabit a fictional region in central Europe. They
have been hunted and scattered by another tribe call the Udam, in particular their
leader Ull. After meeting a survivor of these raids, Takkar begins a quest to give his
people a future. This is a strictly single-player experience, and it is played 100% from
the first-person perspective. Like the other games in the franchise since Far
Cry 3, Takkar has various skills which unlock after receiving enough skill
points.
2.2 Objectives
The main objective is to remove the threats that face the Wenja. These are primarily
the Udam and Izila tribes, but to meet them Takkar must gather Wenja
with skills to assist him. Accomplishing this usually means finding them,
performing quests to get them to join one’s village, then gathering materials
and performing more quests to upgrade their hut and advance their story
line.
2.3 Rules
2.3.1 Combat and Hunting
The player will spend a large portion of time in combat or hunting animals. In either
case, the enemies or animals will remain unaware of the player as long as they stay
out of their perceptual range. This is influenced by the time of day, the
player’s animal companion, and the type of enemy/animal. Depending on the
player’s current skills and the type of enemy/animal, the player may be able
to perform a takedown (a stealthy one-hit kill) if the player can get close
enough.
Otherwise, the combat follows a typical melee combat scenario for FPS games:
the player can see what weapon they are holding in their hands, and when the player
attacks an animation plays showing Takkar swing or throw his weapon. Depending on
the weapon and the enemy, a certain amount of damage will be done. Once defeated,
the body can be searched for item or materials, which is especially important in the
case of animals, as skins are critical components for upgrading weapons and buildings
in your village.
Certain animals may be tamed upon learning the Beast Master skills. These
provide different benefits, such as attacking enemies stealthily, marking nearby
animals on the HUD, or being ride-able.
2.3.2 Navigation
The player incongruously has a minimap on their HUD, but this can be disabled for a
more realistic experience. The world map has the clutter that is typical for Ubisoft
games: icons for outposts, icons for plants, icons for animals, icons for quests, icons
for collectible x, collectible y, and collectible z, etc. Moving around the world is
mostly accomplished on foot, through fast travel to a bonfire the player
controls, or by using one of the ride-able beasts. The player may also swim and
can use a grappling hook or vines to climb, but the climbing sections are
hand-placed and not procedurally generated as in Assassin’s Creed or Dying
Light.
2.3.3 Leveling
The leveling system forces the player to accumulate 2000 XP (2500 for higher levels)
for actions such as killing an enemy, completing a quest, killing an animal, or
discovering a location. This XP is converted into one skill point, which is used to
unlock a skill. The basic skills all cost one skill point, but later ones require 2, 3, 4, 5,
or sometimes 6 skill points (the requirement generally increases the deeper one goes
in the skill tree) in order to unlock.
2.3.4 Equipment and Inventory
As is par for the course on Ubisoft games by now, there is no inventory
screen as such. Weapons are unlocked through story progress and optional
quests.
- Spear: In between the clubs in terms of damage and speed
- One-handed Club: Quick but with less damage
- Two-handed Club: Heavy and slow but does lots of damage
- Bow: Fires quickly but without much damage
- Long Bow: Most powerful bow in game with best range
- Double Bow: Fires two arrows at once
- Meat: Used to lure animals for taming or so the player may escape
- Bombs: Come in different varieties, the number is determined by the bomb belt level.
- Grappling hook: Used to climb shear cliffs
2.4 Procedures
There are several procedures that the player will engage in during play.
- Liberate outpost: This unlocks a new fast travel location. There are many different levels of difficulty and several different varieties of outpost. Some are inside caves, others on cliffs, others still on islands, etc. The number and level of enemies is also different for each. Early in the game, the player receives an owl, which they may use to scout the terrain, marking enemies, and even eliminating some of them. Later, the owl may be upgraded to drop bombs on the enemies.
- Hunt animal: Animals provide many materials that Takkar can use, both for upgrading weapons and for upgrading huts in the village. Certain animals are also
- Gather plant/wood/rock: Plants, wood, and rock varieties function similarly to animals parts
- Complete dynamic event: The world of Far Cry Primal is teeming with dynamically generated events. These could involve rescuing a captive Wenja, killing a group of invading Udam, protecting a group of Wenja from assault, etc. If successfully completely, they usually result in an increase in your village’s population, allows more resources to be collected automatically each day.
- Complete quest: These are similar to quests in other games.
2.5 Resources
2.5.1 Abstract
- Health: Health measures how much damage the player can take.
- Stamina: This is not explicitly represented to the player in any way. You may only run or swim quickly until your stamina runs out.
- Breathe: The player may swim underwater for as long as their breathe lasts. This is only indicated by a gasping sound when you are about to run out.
- XP: XP is awarded for completing quests, killing enemies and animals, and discovering locations.
- Skills: These include increases in running speed, reduced noise when moving stealthily, unlocking new beasts to tame, etc.
2.5.2 Physical
- Weapons: The player can carry a limited number of each weapon type. All of them can be set on fire and thrown, with the exception of the bow and arrow, which is automatically ranged.
- Beasts: The player can tame 17 different beasts. Once tamed, they can be called at will from a menu. If they die for any reason, they can be brought back using Red Leaf plants.
- Meat: Used for luring animals and for making healing items.
- Rocks: Used for making weapons and upgrading huts.
- Woods: Used for making weapons and upgrading huts.
- Plants: Used for making healing items
- Skins: Used for making weapons and upgrading huts.
The amount of meat, rocks, etc that the player can carry is determined by the
various bags and pouches, and how the player has upgraded them.
2.6 Conflicts
The player experience man versus man and man versus nature in a very intense way
in Far Cry Primal. The predators are usually quite aggressive, and even
the larger herbivores will defend themselves if they feel threatened. The
land teems with bands of hostile tribe members that will kill the player on
sight.
The player does not experience much conflict of choice, however.
2.7 Boundaries
2.7.1 Map
The map is quite large, but the player is limited in the actions available in
particular areas. For instance, not every cliff or ledge is scalable in every
place: the player must pay attention to vine and grappling hook anchor
placement.
2.7.2 NPCs
NPCs offer very limited interaction, and the player has little choice of interaction
type or outcome.
2.7.3 Items
The player is limited in how much they can carry of various items.
2.8 Outcomes
There is only one outcome possible in Far Cry Primal: the player has killed all the
Wenja’s enemies.
3 Dynamic Elements
Far Cry Primal is at its best when it is unpredictable. When you sneak your
way through most of an enemy outpost, eliminating sentries as you go, only
to stumble across two enemy villagers in a hut fucking. Or when you are
hunting deer at night, and your wolf sees an enemy, kills it, and then pees on
it. Or when you are completing a randomly generated rescue mission, and
stumble upon a really rare lion species, then get ambushed by an Udam
raiding party, and must dive head long into a river a hundred meters below
you.
3.1 Patterns
This section focuses on game patterns as discussed by Ernest Adams and Joris
Dormans in Game Mechanics: Advanced Game Design.
3.1.1 Static Engine
The player is awarded XP at a relatively static rate throughout the game.
3.1.2 Dynamic Engine
If the player rescues enough Wenja, they will receive resources each day and an
increase to the rate at which they receive XP, making increasing the number of
villagers an investment.
3.1.3 Dynamic Friction
The higher skills require increasing numbers of skill points to unlock.
3.1.4 Slow Cycle
There is a dynamic day/night cycle, which affects gameplay in numerous ways.
Predators appear in increased numbers and are much more aggressive at
night, but it is easier to stay unnoticed by enemies and to take over outposts
stealthily.
3.1.5 Playing Style Reinforcement
The leveling system also contains the playing style reinforcement pattern. If you rely
on your beasts, you can invest in unlocking better beasts, causing you to rely on
them even more.
4 Dramatic Elements
Like the previous games in the series, it features a strong story.
4.1 Characters
Far Cry Primal features an interesting cast. The first character you encounter after
the tutorial opening section is Sayla, a Wenja woman who hears the screams of her
slaughtered villagers unless she surrounds herself with the ears she cuts off of their
murderers. Then there is Wogah, a one-armed tinkerer who pees on you and calls you
”Piss Man,” Karosh, the one-eyed fighter who headbutts his best friends, Tensay, the
shaman who makes you drink increasingly bizarre blood potions to induce spirit
visions, etc. The voice acting and animation is great, and the fact that a
proto-Indo-European language is spoken by all characters really adds to the
atmosphere. The only hitch is Urki, who speaks with a deliberately idiotic American
accent.
Even the villains are interesting. The main one, Ull, even evokes sympathy at the
end.
4.2 Story
The story revolves around Takkar’s quest to remove threats to his tribe. He needs to
recruit a hunter, fighter, shaman, builder, and a warrior from each of the two tribes
threatening the Wenja. Completing these allows Takkar to confront Ull at the
end.
5 Conclusion
Far Cry Primal is different enough from the main series games to be interesting, but
not different enough to make the player forget that enemy AI has been carried over
from the main series, as have the mechanics of capturing outposts, exploring the
map, gathering resources, and hunting animals. Of course, thematically, these
mechanics fit the game wonderfully, and the addition of taming animals both
fits the setting and is a great new mechanic. It is a shame that more could
not be done with the companions, for example going hunting or raiding
together.
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