Far Cry 5 - Hope springs eternal

At least in 4 the collectible quests either told a story or made some sort of plot sense. In 5, it’s just, as you say, pointless. I would think they could have at least created collection quests that tied in to the story or had some gameplay value. And the collection quests themselves are dumb, as you just buy a map that shows you where the damn things are anyhow.

Explosive arrows make this easy as well. Maybe easier since you don’t need to go grab a helicopter. (Haven’t messed around with vehicles yet.)

Same in 3, the Japanese journals.

That’s because both 3 and 4 were much better games than this trash.

Wait, what are the collectibles in this game? You mean the stashes?

I will agree that 4 is far superior. Three? I think it’s better, but the scripted sequences there (burning house, tossed into a well/helicopter escape, etc.) were really annoying. But yes, both are better overall game experiences.

I think Far Cry 5 is interesting, largely because of what I see as some risk taking with the story telling. The open world stuff is very good, in terms of engine, environment design, and feel of combat, but the overall game is, yeah, kinda crappy.

No, the baseball cards, the comics, the records, the bobbleheads. There is another set that actually is tied to something I suppose useful.

Oh, saw some of those occasionally. To me the companions were the collectibles in this game.

Yeah, I like that. They were quite memorable, the specialists at least. Even the generic soldiers were kinda cool.

I have a quest for the bobbleheads, so I’m guessing that there are quests, but the thing is you’re able to collect some of the stuff if you see it anyway. That being said, the quest guy for bobbleheads wasn’t any big deal, per se, but I don’t know what the reward is that he gives.

The overall visual design and style (plus companions, hello Peaches and Cheeseburger) was fantastic, and to me about the only saving grace. 'murica!

I agree. Once you get the heavy machine gun and the .50 cal rifle and the pistol-slot grenade launcher… plus the health upgrade perks… even on hard every engagement is such a god damn cakewalk. There was no reason to ever care about the combat because it was so rote, predictable, and stupidly easy. I don’t remember feeling that way about FC3 and FC4 so I’m not sure what happened here.

Whoever called it a triple-A goat simulator was dead on.

The Driller in 4 pretty much trivializes most fights, though not as much perhaps as the LMG does in 5.

The John Seed fight was really annoying, but I did like how you could win using your own strategy. The air combat was STUPID – his plane flipped like an Su-27. So I bailed out of the plane, went and got a helicopter, and show him down with that. Kudos to the game for letting me do that instead of forcing me to do it only one way.

Yep. Me, I just let my NPC pilot buddy do all the work. Much easier :).

For me it wasn’t so much forcing me to do it only one way, as doing it one way for me when the way I was doing it didn’t work. My “strategy” consisted of dying.

Yeah, problem is, the mission where you recruit him bugged out and then disappeared on me, so I wasn’t able to recruit him until after I defeated John Seed. Then the mission reappeared, I did it again, and now he’s in my stable.

The more I play this game and read about it here, the more I dislike it. I LOVED it in the beginning. Now it´s getting more and more annoying.
All these people constantly hunting me is just ridiculous. Frickin planes tagging me everywhere, bliss-animals and bliss-people constantly popping out of nowhere… just EVERYWHERE is a war zone now.
And let’s not talk about the cutscene missions. I just got kidnapped by John Seed again and after thinking I would make it out without screaming out loud, they added another insane shoot out to that crap. I just shut the game down and honestly don’t know if I have the nerve to return to it any time soon.

Kind of my path as well. I still think the open-world stuff, in general, is pretty amazing, but now that I’m deep into what is really my first real go through of Far Cry 4, I realize how flawed the current one is. Four, for all of it being allegedly Far Cry 3.5, I think has a much more coherent integration of the different parts of the game, and the sheer annoying crap (like the stupid druggie dudes’ sequences) are kept to a minimum. Five, on the other hand, is constantly IN YOUR FACE with, well, everything. Sometimes, in the open world sandbox, it’s ok, but the pacing is off IMO, and the layering of dumbness upon dumbness starts to wear on you.

I got 51 hours out of FC 5; I may or may not check out the DLC when it comes. I don’t think I could ever replay the main game though.

Warts and all… and they are pretty big in your face narrative warts… I think this is my GOTY so far. I don’t see anything that’s coming out this year that’s gonna knock it off either.

Ubisoft have had three good games in the last year. AC:Origins, Wildlands, and this. EA and Take2 I could not care less about. Hmmm.

Loving the open world part of the game. Found an armed chopper and had a blast reaking havoc. Got my sniper rifle scoped up and silenced.

But good grief, my second time now of having the timed obstacle course of firing and running after randomly being captured. Who thought that was a good idea? What frilken purpose does it add to the story or game???

Finished it yesterday, non-spoiler thoughts.

What it got right:

  • Game engine looked amazing on XBX
  • Excellent open world gameplay, when the game lets you have your freedom.
  • Companions were a bunch of fun to have around, lots of entertaining dialogue between them.
  • Kept the grappling and wingsuit mechanics from previous games.
  • Challenge/perks system incentivized using the full range of weapons, spending time with all your companions, tracking down prepper stashes.
  • Reasonable characterizations of the rural residents instead of stereotyped yahoos (except for the deliberate ones).

Where it clunked:

  • Distracting amount of pop-in when in a helicopter, appeared to be a wonky LOD system shifting things around at what would have been out of sight at ground level.
  • “Resistance points” and mandatory boss encounters at pre-set thresholds. Screw 'em both. I found myself not killing culties or rescuing civilians because that would make the next unavoidable detour (or the end of the game) that much closer. A gameplay system with negative incentives for full engagement? Don’t do this again, Ubi. Let the players decide when to do things.
  • Collectibles with no real gameplay point. All that work to unlock a shirt?
  • Can get very hard to traverse the map or get things done unless you are using the “right” guns or companions, and then becomes kind of a romp. Ex: planes are a deadly threat unless you have the 50-cal sniper rifle or Hurk; can’t outrun the cult’s machine-gun trucks, they’ll make short work of you if you flee (and more often than not if you stop and fight) unless you make a point of having your own armed truck with a companion gunner. This made the early parts of the game frustratingly punishing.
  • Bizarrely crowded for a county under siege. At one point, I had to dodge four of the same ATVs in a row on a dirt road, one right after the other. Crisis? What crisis?
  • Attempts at making the cult members ambiguous or semi-sympathetic figures in the cutscenes were completely undermined by the constant scenes of atrocities encountered in the world. It seemed the game’s tone was at war with itself, veering between completely justifying exterminating every last one of the “peggies” because of their actions and exposition trying to establish human motivations for the cult leaders.