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This is a series that never ceases to make us feel spoiled. Across the course of the first three games we\'ve already been served a South Pacific island, a Central African state and a Southeast Asian tropical paradise within which to roam, hunt and go wild. Not to mention the neon-infused, 80s action flick inspired cyberpunk spinoff, Blood Dragon,
This is a series that never ceases to make us feel spoiled. Across the course of the first three games we've already been served a South Pacific island, a Central African state and a Southeast Asian tropical paradise within which to roam, hunt and go wild. Not to mention the neon-infused, 80s action flick inspired cyberpunk spinoff, Blood Dragon, so exaggerated that it makes Escape From New York look like a documentary. Evidently, not much value is assigned to holding back and dialling things down. Playing it safe is, clearly, not an option
Now, we've got the Himalayas. Of everything offered so far this is the most beautiful, dangerous and inspiring place this series has given us - not an imposing mountain or wandering yak feels out of place. While previous settings have brought with them an inherent hint of danger, Far Cry 4's fictional state of Kyrat often feels overtly serene and gentle as peaceful religious devotees go about their chores, animals meander around soft canopied trees and clouds flow and fall down and around the peaks at the ceiling of the world.
Then, just as you're starting to relax and holster your weapon, the crazy arrives and your calm, meditative state of mind is replaced by something altogether more alert and desperate. You're reminded that within this territory of gentle splendour there sits a villain hungry for power, one not afraid to destroy everything before him in an attempt to secure and keep it.
The story missions themselves are decidedly and unsurprisingly more linear than the optional extras and side quests, your goal often only achievable by acting in a certain way or treading a pre-determined path. For the most part this is not a problem and can actually result in a welcome change of pace as the pressure of decision making is lifted from your own shoulders.
At roughly ten hours into our Himalayan adventure we came across a small outpost guarded by seven or eight of Min's troops. This was the first time we'd seen the place, so a quick tour of the adjoining area seemed like a smart move. Making sure to stick to the high ground of the surrounding cliffs and hills in case we're spotted and need to make a quick getaway, we see an alarm box that can be used to call in reinforcements, various vehicles and snipers lining a couple of rooftops.
Loitering at the edge of the base, behind a locked gate, is an elephant happily minding its own business. Going in stealthily is one option, disabling the alarm to prevent reinforcements and using our high-tech bow and arrow to put the snipers out of commission. When there's this much potential for mayhem, however, being overly sneaky feels wasteful. Instead, an arrow arcs from our bow to the elephant's rump. In a rage, it smashes through the gates and starts wildly chasing the panicked troops; throwing them into the air with its trunk and crushing them underfoot.
We use this distraction to take out the alarm from afar before moving carefully towards the base itself. Some troops have taken cover behind a pickup truck that happens to be conveniently sitting next to a couple of explosive barrels. Kaboom. The way each of Far Cry 4's separate systems click in seemingly haphazard and arbitrary ways is central to its appeal, this elephant moment one of just many ways this outpost can be captured. As proof of this, such assaults can be replayed as often as you like - allowing you to test new tactics and perfect your silent and loud approaches.
Such complexity shows a studio at the height of its powers, one clearly comfortable and eager to pull off the difficult trick of interlinking isolated points of design in such a way that they strengthen and reinforce one another. In and of itself, the elephant is not all that impressive. When it's let loose and given the freedom to interact with other elements, however, it's glorious to watch.
Everything aside from the main missions can be experienced in co-op, further raising the unpredictable destruction stakes. It's here that the 'fortresses' are best tackled as they embody Far Cry 4's most difficult challenges, throwing elite troops and uncompromising environmental design at you. One wrong step and you'll die, making for significant satisfaction when you do manage to conquer them.
Less impressive is competitive play, unfortunately. While variations on capture the flag, king of the hill and search and destroy are functional, they do little to communicate the open ended joy that is so regularly and smartly delivered when playing alone or in co-op. They're a fun distraction, but don't expect to find yourself choosing to hop online over trying to halt Min's campaign of violence and suppression.
Don't let a lacklustre multiplayer deter you, though. The strength of the world and its systems alone makes this one of the year's best games and one whose enormous potential for experimentation means you'll playing it well into 2015. By taking things to the Himalayas, Ubisoft Montreal has managed to skilfully weave an attractive partnership of awe-inspiring landscape and exhilarating, surprising action.
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