After copious “leaks” over the past few weeks, Ubisoft has officially unveiled *Far Cry 3: Blood Dragon* via an article on [Eurogamer](http://www.eurogamer.net/articles/2013-04-11-far-cry-3-blood-dragon-has-cybersharks-and-mutant-cassowarys)…and it looks insanely wonderful. A stand-alone downloadable title for PS3, Xbox 360 and PC, it takes the bones of *Far Cry 3* and wraps it in 80’s day-glo action cliches:
In fact everything from Far Cry 3’s been given a lurid twist in Blood Dragon, and the results are often brilliant. Take to the waters, for example, and there’s a new threat waiting. “They’re called cybersharks,” explains Evans. “They don’t have any new attacks, but they do have a chrome shader with neon teeth and eyes. Just wait until you see one coming up with glowing orange teeth and eyes. We’ve got cyberpanthers – it’s fun taking the existing creatures and giving them a whole new look.”
…a linear tutorial that introduces Rex Colt, the overpowered lead voiced by Michael Biehn.
Sign me up. *Far Cry 3: Blood Dragon* will be released soon, but in the meantime, head over to Eurogamer and relish in the purple.
The alternative subheader for this article was “A Funny Thing Happened On The Way To The Radio Tower”. In a way, it would have been more fitting (along with providing me with personal amusement). I lost sight of what Far Cry 3 wanted from a very early stage, and the resulting few hours were a revelation.
That’s not to say it doesn’t try to capture your attention. Starting with a POV cutscene with you and your brother being sneered at by bad man Vaas behind the bars of a bamboo cage, your subsequent escape is a suitable launchpad for some open-world vengeance. It’s also worth noting that the voice acting and mo-cap is truly exceptional, raising the pirate leader above clichéd baddie tropes into something genuinely unsettling. Being spat headlong into the jungles of Rook Island with your brother’s gruesome death still ringing in your ears would be an obvious point where you grab all the guns you can carry and fight back along leafy linear forest corridors.
The designers of Far Cry 3 had different ideas though, and this deviation in structure is the first clue as to how the next few hours might play out. Your character is quickly taken under the wing of a local community leader who suitably outlines the Quest for the Hero and places the first gun – a pistol, of course – firmly in your hand. Once an initial test is passed (which might as well be referred to “THE TUTORIAL” by everyone involved), your new leader points you towards the house of a doctor where you can meet one of your friends. There’s also some mention of hunting and collecting and crafting but it all gets filed away behind the predicted promise of bullets and bloodlust.
It’s at this point I tried to stock up on weapons – buy what I could, note prices for upgrades, gear up for the road ahead – but soon found that I just couldn’t carry anything. Almost literally. The space in your pockets makes way for one gun, a couple of syringes (read: health packs) and flowers, but that’s it. All the things I would take for granted in an FPS such as weapon slots and ammo pouches were held back, each instead showing requirements based on one vital ingredient: animal skins. Pigs, goats, tapirs, dogs, sharks…it was a menu that demanded I go off and get lost, explore, kill, skin, and craft. I could absolutely head to the next mission marker, but it soon became apparent that I would need to expand in order to succeed.
Jason, your character in the game, is established very early on as Just Some American College Douchbag. Does this make him more relatable than a grizzled super soldier? I’m not so sure, but I was certainly maintaining this naive inexperience in my first few attempts at hunting. Shooting at pigs wildly as they scurry away doesn’t exactly carry Bear Gryllis levels of success, especially when you find yourself running directly into an enemy encampment, stabbing some guy through the neck in a panic before leaping off a cliff to escape his comrades. The Monty Python style of predatory strategy. Finally running out of bullets, I resorted to throwing a remote charge in the path of a deer before removing his skin with fire and flame. Overkill? Maybe. Effective? Definitely.
This need for skin of various types led me to a wider use of the map, searching for their silhouetted shapes in various habitats. Much of this is obscured by blackout, a result of the radio jammers similar to the one you briefly visit in the tutorials. These towers are styled very much like the high structures in another Ubisoft title, Assassin’s Creed. Once you ascend and pull out the important wires from a red box, the camera completes a wide pan and the area is added to your map. The map, once cleared, becomes either the green of free movement or red to show that an enemy camp controls the area. Often these camps are placed between you and the next radar tower, meaning their removal becomes a logical next move, and they invariably consist of small compounds with a selection of enemy types that you conveniently identify and track constantly, even through rocks and foliage. The icons that appear magically stuck above their heads tell you of their predisposed attack routine – snipers, grunts, chargers, armoured heavies; dangers that are immediately recognisable by anyone who’s ever played another FPS. These patterns become a puzzle, your attack strategy forming on the basis of how they will each react.
And so this pattern emerges, of movement, analysis, exposure, and attack. A radio tower exposes the position of an enemy camp which, when cleared, leaves a quick-travel location close to the next tower, and so on. The odd hang-glider – kindly deposited on every mountain edge by a militia group obviously into their airborne pleasure trips – merely amplifies this idea of moving against the scripted tide that normally sweeps you towards the campaign markers. As you discover more towers, it’s quickly obvious that their collective order has a combined difficulty curve. Ubisoft rightly holds back from making it too tricky (few things are more frustrating than poorly designed first-person platforming sequences) but the sequence of moves required takes on a maze-like quality that actually reminds me of Portal. The enemy camps also become harder, with alarm boxes, animal cages and spread-out enemy types calling for a carefully planned sequence of attack. Of course, there is your growing arsenal as assistance for when this all goes wrong and you have reinforcements snapping at your hells whilst being chased by a tiger, but it doesn’t give you the same sense of freedom and accomplishment.
It was after a night of just going through this pattern that I realised how well Far Cry 3 fits being played purely as a spacial puzzle. The layout of the towers and camps directly reflects their complexity and it’s very easy to fall into the trap of “just one more”. It also helps that death is totally meaningless, with a liberal checkpoint system dumping you back either at your most recent fast travel location or just outside an enemy camp in the seconds before your first shot. However, where FPS puzzles hold your attention by changing the rules after carefully setting them up, Far Cry 3 eventually falls into the trap of repetition. The island is detailed and expansive, but it starts to feel that you are completing the same actions in every scenario, albeit in a different order. It doesn’t help that Jason is apparently a “normal guy” yet can yield a sniper rifle with pinpoint precision. Even with the numerous Alice In Wonderland references pointing to the whole game being a childish fantasy, there is never any chance to connect with a protagonist who is such a superficial cypher.
The obvious move is to head back to the campaign, but this only serves to exacerbate the emerging issues. Each mission is tightly scripted and suitably bombastic, but they ultimately feel frustrating and restrictive after many hours of roaming. Unfortunately, it’s at this point where the free movement around the island reveals itself to just be smoke that conceals the cast-iron linear structure of the game’s heart. With no reason to push on solving the puzzles and no compulsion to guide your sudden action hero through his paces, Far Cry 3 becomes more about what might have been.
For the latter hours of the game I was unable to stop myself comparing it to Just Cause 2, wishing that it could somehow absorb that game’s amazing sense of freedom and exploration. Along with Crackdown, JC2 used its game world to lure players into fun endeavours that had nothing to do with the story but existed purely to have fun. It allowed us to journey outside of the usual structure of following a set path and gave us the sense of adventure so absent from many games today. I would not be able to tell you how many hours I spent in JC2 attempting to carry an enemy to a remote mountain peak with a helicopter, or line up the perfect jump in Crackdown.
Far Cry 3 shows you down a path of humid jungles and creaking towers before bringing you back and saying, hey, there’s a way you need to play this game. It’s a shame as there’s so much potential for it to become the free fantasy it constantly teases. I wanted to get lost and have an adventure in the tangled secrets of Rook Island, but in the end, the game kept finding me and bringing me back.
My father tells me that my stubbornness comes from my grandfather. Albert/Bill/William Best (still not really sure which were his given and associated names) was a huge ginger-haired man who subtly smelled of sweat and tobacco. He would hold me up in the kitchen of his house in Colchester while my grandmother told him to stop tormenting me. I hold the idea that he was a bit of a trickster and liked to joke around, whilst still effortlessly maintaining the intimidation of size and stature. Apparently he ran an internment camp for Nazi POWs – in Ipswich, maybe? – and played poker with the captives. It’s not too hard to imagine this as totally true, he was a bug guy and my father’s strong sense of respect must have come from somewhere. My son, almost two, has inherited the light ginger locks and round face of my wife, while taking on my side’s eyes and mouth, and it’s uncanny how he matches the single strong memory I have left of Albert. Genetic tracing paper, one layer laying over the features of the other.
Someone told Granddad once that there was no way he’d ever give up smoking. The way my Dad tells it, he threw away his cigarettes there and then and never smoked another. No reduction, no action plan – just the iron-coated stubbornness of someone who would never be told that he couldn’t do something.
I came to the realisation at the end of 2011 that I was buying a lot of games. Not spending too much – being a new father pretty much removes any disposable income – but constantly trawling through the used bins in EB, hunting out bargains, sniffing for deals. The less said about Steam, the better. Little purchases over the weeks, drip-feeding the idea that I loved playing games. The only problem with that idea was in the truth – I wasn’t actually playing anything. Each would be briefly checked, like an antique dealer examining a table, before my focus moved onto the next must-have bargain. A combination of my free time disappearing (again, see: fatherhood), exhaustion at the end of the day, and losing patience with any game that didn’t get me straight to the action meant that playing these games had become a bit of a chore. There was a palpable sense of frustration sinking in as I accepted that I was getting nothing from playing. Sometimes I couldn’t even remember that I’d seen, done, heard or felt, led stumbling towards the checkpoint marker with a ready finger on the kill button. These minutes that poured into virtual worlds became hollow and meaningless, wasted opportunities mocking my army of unread books and dusty guitar. I found that I was enjoying buying the games more than playing them. Something had to give, I knew that well, but it didn’t fall into place immediately.
I’m not a big believer in resolutions, and of course I’ve broken hundreds of them in my journey to that opinion. I should frame my selection of gym membership cards, each with a small plaque detailing the exact time of failure. However, I like ongoing challenges, something to push back the boredom of necessary predictability. I was looking for something that could mark out 2012 for me, somehow. Read more, write more, sing more; all great ideas but all underpinned my the knowledge of who I am – without motivation, I will flutter away from good intentions as soon as something pretty distracts me. I was at a party with some good friends, people who have shifted past that initial polite barrier into the realm of those that can truly reflect on who you are. I’m a sucker for a good pun, and The Year Of Living Gamelessly drunkenly popped up as we were talking about 2012 changes. In truth, I had to spontaneously give meaning and structure to what, up to then, had only been a fun play on an established title. What if I, a resolute and (seemingly) passionate gamer, go a whole year without…buying games? Kat responded with a laugh – friendly, winking, knowing – that found its echo in the group. “You’ll never do that”, she said.
The idea took hold immediately. A whole year without buying games sounded so insane that I couldn’t resist.
I started gaming on my neighbour’s Atari 2600 at the age of twelve. Up to that point, it was only the infrequent visits to Southsea seafront that allowed me to take in the sounds of the arcade, feet sticking to sticky carpets in crowded, badly-lit pier buildings. The 10p pieces would be rationed and savoured. The singularity moment of walking into his game room and finding this wooden panelled machine, pads out, ready to play without a coin slot to appease…I can still clearly feel that moment, seared very deeply in my pleasure centre. We played games that were little more than blocks on blocks beeping and chirping away like fat sparrows while we pretended that we knew what we were doing.
Next was a Sinclair Spectrum 128K +2, a box of copied cassettes and a tape deck that clicked happily to itself every five seconds. My Commodore Amiga came to university with me, disk box full of classics like Lemmings, Speedball 2 and SWOS also hiding the terrible digitized porn disk inconspicuously labeled “Pics”. My first TV console, a SNES, was the worst purchase of 1996, Tetris Attack and Mario Kart slowly chipping away at my study motivation. PS1 led to PS2 and many, many happy hours playing TimeSplitters 2 by myself and Tekken Tag with Steve. (Steve, incidentally, used to make gamenight pints of whisky and coke that were 50/50 measures which led to End Of Days level hangovers). I can still pick up Tony Hawks Pro Skater 3 and use pure muscle memory to ace every level. Halo changed my life. XBox, 360, PS3, Gamecube, Dreamcast, Nintendo DS, Gameboy Micro, PSP, PC, Mac, iOS, Android…games, games everywhere, at all times, in all places. Gaming has been a major part of my life for almost as long as I can remember.
After the party, I formulated the firm rules for my endeavour: none of my own money was to be spent on any video games in any format, whereas vouchers, gifts and store credit was fine. A single own cent spent would be failure, even if it meant missing out on an absolute bargain. The simplicity and totality of the rules attracted me even more. Clear lines and instructions, so all I needed to do was make it through twelve months.
I knew straight away that the hardest part would be the fight against spontaneity. I often would buy a game on the spur of the moment, convinced that I absolutely had to have it, only to leave it collecting dust after a few brief days. To see something at a special price, or find myself with a free Friday night and a game I wanted sat on the shelves, was almost more tempting than I could take. The first few months were relatively easy due to Christmas and my February birthday, and distance from home meant that Amazon vouchers were the present of choice. I pondered over these purchases, knowing that I needed a few titles that could essentially get me through to Christmas (I had already conveniently forgotten about the piles of games virtually unplayed from the previous year). Gran Turismo 4 and a WWII plane sim called Birds Of Prey arrived a few weeks later and completed the usual cycle of initial play falling into disinterest.
Journey and Trials Evolution had been planned for, and Amazon vouchers spent accordingly, otherwise that would have been the end of my challenge right there. However, past these releases in March, the bite started making itself known. I had to physically force myself to walk out of stores on a number of occasions, shiny boxes calling me back like sirens in the deep. The worst find was a fresh discount bin in Future Shop with a number of genuinely interesting titles at $1 each. At one point I had six piled up in my hands, feet itching to run to the counter before my brain kicked past the barriers. My strategy of truthful reasoning began there and continued to get me through the rest of the year. I held up each title in turn and asked myself two simple questions:
1) Have I ever really thought about wanting this?
2) Will I actually play it?
Putting back the games that failed either question, the pile soon reduced itself to nothing, and my pride did the rest. I knew the failure would hang over me for a long time if I broke, and there would be no way to reverse it. The honesty of my situation became a hard, belligerent motivating force. Actually, it felt incredibly exciting to break the spell of bargain entrapment and that pushed me on ever further.
This circle repeated itself occasionally as the year rolled on. However, there was one major flaw to my plan. I had assumed that, if I just stayed out of the game shops, then I could resist the temptation of new titles. What I hadn’t accounted for was the game shop in my pocket, winking at me every time I used my phone. I’d be the first to admit that iPhone gaming could never fully replace the console experience, but what I started seeing was many reviews of apps that not only used the limitations of the device to great effect but also were exactly the kind of arcadey games that I loved. Turns out it’s easy to not spend $60; not spending 99c is an entirely different prospect. The fact that you could press one button, enter one word and a new game would magically appear in your hands was almost too much to resist. Almost. What had started to kick in, fuelled by the insistent reasoning, was a far more honest and shrewd opinion of what I wanted from games, and this gave me the edge over the persuasive itch to buy, buy, buy. I managed to resist.
Until Super Hexagon.
My first play of Terry Cavanagh’s hypnotic puzzle experience came in a review of the iOS version that linked to the free Flash original. It didn’t take long before I was hooked, and a brief run on a friend’s iPhone version just compounded how I absolutely had to have this RIGHT NOW. My options were limited, however; App Store credit had long disappeared, no more games to trade in, not a birthday or Christmas in sight. I turned to the gift app option, offering my wife all manner of things to secure the $1.99 present. She didn’t bite, of course. I’d load up the game page and stare longingly at the BUY button before forcing it to close. Resolution finally came, of all places, in a casino. In true Run, Lola, Run style, I watched with gleeful eyes as my five dollars slowly rose, dipped and finally inflated into eight. I walked out of that casino like a hero, the only man to beat The House. The original money went back into my pocket and the winnings – not my earnt money, technically – went to my wife, to the App Store, to my e-mail, and finally to my phone. Six months later and it’s not only my game of 2012 but also one of my favourite games ever.
Summer heat took away much motivation to sit in and play anything, which helped, but I was surprised when my console attraction didn’t really return as the Fall chill returned. I played a little bit here and there, and the library rentals certainly scratched the itch to play something new, but I was nowhere near as committed as before. Worse than that, there was a real disconnect of focus – where I would once have been able to stare at the screen, entranced and reactive, I found myself now barely able to even stay awake. The interest had all but gone, more simple iPhone experiences frequently filling the few minutes I had spare. I thought Halo 4 would be a serious issue – I had owned all from Halo 2 on release day, even sitting through an uncomfortable midnight opening surrounded by teenagers for Reach – and didn’t have a strategy for getting through this challenge. Luckily, Matt is as big a Halo fan as I am and we were soon sat playing his copy, raging through the campaign, split-screen. Even more luckily, I became so frustrated with it that the thought of owning it completely left my mind.
The strangest sensation connected with all of this was in November. As the gaming releases ramped up for Christmas, and the titles from earlier in the year were heavily discounted, my palms actually started itching. Not metaphorically. I desperately wanted to buy and play something new, the closeness of the next year doing nothing to alleviate my urges. It was very strange indeed, but I’m pretty sure it wasn’t even about playing, the repression of my spending patterns was finally staring to burst at the seams. The final boss battle came in the form of Super Hexagon on Steam, running at a ridiculous frame rate, all shiny and tempting. By that point, thought, Christmas was almost upon us, so my putting that at the top of my list actually made it child-level exciting once again.
I was playing Ticket To Ride with some good friends, heavily inebriated, when I realised that I’d done it. I’d joked that I’d probably see the New Year in on the Steam store, finger hovering over the BUY button as midnight chimed. Truth was, I barely even noticed until an hour later. What had seem like an impossible goal had passed unheralded, buried underneath wine, friends, food and laughter.
My Christmas present stash was a good one for new games. Between actual presents and Boxing Day discounts, I’d suddenly accumulated Lollipop Chainsaw, Far Cry 3, Sleeping Dogs, FTL and Thirty Flights Of Loving. It was like having giant bowls of ice cream after a year of occasional spoonfuls. I went into a few game shops at the beginning of January, giddy at the prospect of being able to buy something again, but left empty-handed. Interestingly enough, not because there wasn’t anything I wanted; more that the frugal nature of my justification hasn’t left, and I’m starting to wonder if it ever will. Those two questions still ring loud when I ponder a purchase, and I’m finding that I’m putting bargains back when once I would have spent without a second thought. My first game in over a year was, predictably in hindsight, on iOS. Hundreds was followed by Repulze, then Amnesia on Steam, then a PS+ subscription and the wonderfully batshit mental Tokyo Jungle. The spending already feels like it’s spiralling again, but this time there’s an important difference – I’m also not buying things. Even if they are cheap. Even if I absolutely must have them OMG. Whatever, a new part of my brain is saying. You’ve got plenty to play. They’ll be available later if you still want them.
And that, right there, is how my gameless year has changed me forever. It’s made me what I could not be before – realistic. The impulse has changed, and with it the love for sprawling console epics has all but vanished. Right now, I want games, not interactive movies. Not realistic depictions of street life. Not liberating your friends from island mercs. I want to instantly have three minutes squeezing my triangle through techno-backed mazes, I want to survive as a Pomeranian in neo-Tokyo, I want to savour the sublime squelch of a beautiful cheerleader dispatching zombies. I’m even playing Far Cry 3 purely as a spacial puzzle game (which works surprisingly well). Minecraft, ever-present and absorbing, is pure exploration of a Lego fantasy. Not a QTS cut-scene in sight. This is what I want now. Maybe it’s a call back to the singular experiences of Southsea arcade. Maybe all I needed was to be reintroduced to the sticky carpet and aural pleasures of games that are games.
Someone once told me that I would never be able to give up buying games for a year, so I did it just to prove them wrong. It probably tells you everything you need to know that I did it out of pride rather than an attempt to change a bad habit. What emerged, though, was an outlook on my decades-old obsession that was entirely fresh, mature and finally free of knee-jerk enticement. Rationality born from stubbornness. A gift from my grandfather.