You like Far Cry 4. I know you do. You know you do. Even if its ostensible aim (open world shooter) isn’t your cup of tea, there’s something in there for you to do. It is, impressively, an absurdly wide ranging game. Granted, the majority of the time, you’ll be shooting people, but the ways in which you can best accomplish that are manifold through the most delectably insane methods.
That’s kind of the key word here: “best.” It can, in this case, mean any number of things. As opposed to pure stealth games where getting spotted is either some arbitrary demerit down to Fox from Fox Hound or an overwhelming physical accosting by surly guards, being seen in Far Cry 4 is very often a choice. It is a choice to embrace the world as it comes.
If you so choose, you can sneak around with a bow the entire time, ducking in and out of bushes to disable alarms and picking off patrols one by one until you face the last foe face to face. Out in the open, he will receive his sweet release and you will deliver it by way of steel and lead. Or, you can plant C4 on a car, drive it into a camp, and blow it up. Or you can storm in guns blazing, hopped up on so many syringes you can hardly see straight. Better yet, do it on an elephant.
But the important thing, oddly enough, isn’t just that you have choices. That’s simple enough; simple binary choices plagued video games not five years ago and still we find their grubby little hands on our stories and mechanics every so often. What you have here is a very comprehensive freedom to accomplish a finite set of goals in a nearly limitless way.
That interminable bucket of possibilities is meaningful. In the most literal sense, you can already do that in any game. Wait some random amount of time before stepping into a mission marker and most likely you’ve done it differently than anyone else before you. Far Cry 4 does this instead by offering an immersive range for which you to rampage across and explore to your trigger’s desire.
Kyrat, the setting for the game, is what makes it so worthwhile. It is full of wildlife that at any given point could drastically improve or utterly destroy whatever well laid plans you had. Or it can just add little joyous moments of chaos to your day, seeing a bear and a tiger fight as you soar over in your wingsuit. Or you can let loose caged and feral animals on your unsuspecting foes.
So much of what the world accomplishes can be summed up in the notion of a living world. Open world games attempt to make this happen to varying degrees of success—from Infamous‘ starkly empty and noiseless streets to Grand Theft Auto V‘s bustling urban life—and Far Cry 4 does it by imbuing a sense of purpose to its inhabitants. There’s a lot of stuff happening in the mountains of Kyrat, but all of it is there with a reason.
Townsfolk tell you stories and comment on your impact on the area. Animals hassle you but also let you craft gear and provide you with interesting fashion-oriented missions. Guards patrol and get in very real firefights with rebels. And when you take it all in stride, variety cropping up at every turn as you drive from place to place, it gives the world a very appreciable veracity.
There are the parts of Far Cry 4 that are old being presented as new again. Some of it has been refined and other bits are just new signage for old quirks. You can count of it handling the same, which is to say tautly and quickly. The component with which you directly interact is still superb, but the world in which that mechanical nugget is set in has been built up to a remarkable degree. It is a land full of life, both wild and otherwise, and it spans a beautiful, vibrant bucolic expanse, offering shenanigans, strife, and explosions. And it’s what makes Far Cry 4 my number two game of the year.