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Farcry 3! - part 2
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morbias
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Default Farcry 3! - part 2 - 01-13-2013, 11:05 | posts: 12,551 | Location: Southampton, UK

part 1 can be found here: http://forum.guru3d.com/showthread.php?t=345687


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Default 01-13-2013, 21:55 | posts: 1,325 | Location: Inside My Thoughts..

Yeah, like many games it had it's good and bad points.

But in this, the low/bad points were like wow! Those boss fights?? Really? Abyss like room and doing a few combos? Oh come on. I loved the game, I hated the Boss "fights". Otherwise solid game.
   
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Default 01-13-2013, 22:08 | posts: 5,773 | Location: Sunny Scotland

I like the pace of the game, i don't mind heading off to the sniping range to make some cash -i'll take the glider and enjoy the sights -all dx11 uber view distance widescreen FOV last bit of it. Some of the weapons are great fun like the Flammenwerfer, the bow, and the wacky silenced pistol.
It's been well thought out too with the stellar upgrade /unlock system.
But the dialogue of the characters /AI for example compared to borderlands2 is second class at best, for ex. '..but i like being a puppet...' how many times does the fella repeat this crap?
Burning the maui waui plants was kinda cool as you got a crazy visual effect but the devs missed a great chance for quality dialogue, for example 'that's a lot of weed' and 'i love this thing!' is pretty much all he says. Gearbox would have carved a new one outta that situation imo.
   
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Default 01-13-2013, 22:09 | posts: 436 | Location: California, USA

I hate working through co-op and the. Getting to the end and then players drop and the game has to restart.
   
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Default 01-13-2013, 22:37 | posts: 4,063 | Location: Kansas, USA

Quote:
Originally Posted by Koniakki View Post
But in this, the low/bad points were like wow! Those boss fights?? Really? Abyss like room and doing a few combos? Oh come on. I loved the game, I hated the Boss "fights". Otherwise solid game.
I can see why most disliked the boss fights in this, but they didn't bother me.
The majority of them were more about the spectacle surrounding the boss... then the actual "fight".
And, given how the game was built... you couldn't really have it turn into a gunfight between you and them.

Keeping QTE's focused only on the boss fights worked IMO. Not the best option, but I've seen the same thing done much, much worse in other games.

I don't have a problem with how it was done here.
I hated the boss fights in Deus Ex: Human Revolution.... these, didn't bother me one bit.
   
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Default 01-13-2013, 23:09 | posts: 395 | Location: Birmingham, England.

I didn't dislike the boss fights i did like them they are cool and some of the dialogue during the Vaas fight is amazing. But the fights are so underwhelming, especially the last one. Its just one huge QTE and everyone in the vicinity is dead, Wtf?
   
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Default 01-14-2013, 00:01 | posts: 4,063 | Location: Kansas, USA

I personally fall into the crowd that doesn't think Vaas is dead.
If you really pay attention to that fight... it lends itself to the possibility that it was all in Jason's head.
A drug induced trip that made him believe he had accomplished the impossible. And with Vaas' little camp burning away, who's to sift through the ashes and really tell him no.
   
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Default 01-14-2013, 02:08 | posts: 395 | Location: Birmingham, England.

i dont understand why they make no point that jason gets stabbed at the start of that, its never mentioned again lol
   
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Default 01-14-2013, 03:17 | posts: 1,219

I just played coop with my friend for the first time and wow it's really fun. I actually prefer it over the singleplayer mainly because I get to shoot more, which is always fun in FPS. Not that I have much issue with singleplayer other than it being bit too easy.
   
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Default 01-14-2013, 14:57 | posts: 5,773 | Location: Sunny Scotland



Running up the hill with Rongo, with in-game pre-render @ zero you can achieve very little input lag but it causes massive cpu thrashing. at the time in game when cpu is being thrashed the framerate is jittery.
*cpu was peaking at around 60C clocked @4.7 at time of pic.

Last edited by SLI-756; 01-14-2013 at 15:36.
   
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Default 01-14-2013, 15:33 | posts: 318 | Location: Silver Spring, MD USA

After playing FC3 once, I think they should have included a metal-detector and butterfly net to go along with the leathercraft and flower collecting hobbies. Maybe include a set of shelves in each of the fast travel buildings where you can put all the relics, letters, and memory cards on display (what else is the good of collecting them?). Lastly, I think stamp and coin collecting should have been included as they seem to fit right in with all the other junk they provided for activities. This is the true depth and realism of the game other than the pretty scenery.
   
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Default 01-18-2013, 22:48 | posts: 3,525 | Location: Ohio

I finished the game this morning...it says that it took me 42 hours 55minutes and 52 seconds to complete....that is a fairly long game.

It also said that I fired 15,590 bullets

Very fun game imo.
   
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Default 01-22-2013, 20:52 | posts: 318 | Location: Silver Spring, MD USA

In all the times I posted about FC3 I forgot to mention one thing.

Back before the game was released, I watched the trailer where the camp with the helicopter is taken. Early on there's a part where the "player" jumps down on an enemy from above, takes the guy's knife as he's killing him, and throws it at a second enemy. I remember thinking to myself, "Wow! That's going to be a trick to master hitting the right combination of keys (whatever they turn out to be) to make all that happen smoothly." Little did I know the whole thing would turn out to be a simple cut-scene. This should speak volumes as to my expectations and eventual disappointment with the game.
   
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Default 01-22-2013, 21:06 | posts: 3,525 | Location: Ohio

Quote:
Originally Posted by scrapser View Post
In all the times I posted about FC3 I forgot to mention one thing.

Back before the game was released, I watched the trailer where the camp with the helicopter is taken. Early on there's a part where the "player" jumps down on an enemy from above, takes the guy's knife as he's killing him, and throws it at a second enemy. I remember thinking to myself, "Wow! That's going to be a trick to master hitting the right combination of keys (whatever they turn out to be) to make all that happen smoothly." Little did I know the whole thing would turn out to be a simple cut-scene. This should speak volumes as to my expectations and eventual disappointment with the game.
Well, if you get the right skills you can have deaths from above and below, along with knife throwing.
   
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Default 01-22-2013, 22:09 | posts: 1,219

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Well, if you get the right skills you can have deaths from above and below, along with knife throwing.
I think the scene he's describing is dual death from above, as you can only do knife throw takedown from regular takedown.
   
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Default 01-22-2013, 22:46 | posts: 318 | Location: Silver Spring, MD USA

My point was missed maybe. I was speaking of how I assumed all the action would be precipitated by the player "controlling" the action instead of simply pressing "F", sitting back, and watching the movie. I honestly thought this game was going to have complexity and skill requirements built into it control-wise. But alas...I was mistaken.
   
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Default 01-22-2013, 22:55 | posts: 1,219

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Originally Posted by scrapser View Post
My point was missed maybe. I was speaking of how I assumed all the action would be precipitated by the player "controlling" the action instead of simply pressing "F", sitting back, and watching the movie. I honestly thought this game was going to have complexity and skill requirements built into it control-wise. But alas...I was mistaken.
Man you really had high expectations for this game (how would you even take precise control over such complex animations? I can see knife throwing being its own separate thing but if you see the whole takedown it's just too fluid in animation to expect full control over each elements [because if you can, it would look a whole lot stiffer as player input can "mess up" the flow])... it's Ubisoft game. I was actually positively surprised when those special takedowns were not just one time quicktime events but something that you can pull off against regular foes on regular basis.
   
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Default 01-23-2013, 01:19 | posts: 2,311 | Location: Ohio

I finished the storyline today - the in-game journal tells me it was about 43-43.5 hours spent on it. That's not half bad considering that I felt I had rushed the last half a bit (due to some RL events). The story steadily declined and had me rather antagonistic towards pretty much everyone that ever opened their mouth by the time the game was over, but thankfully the actual gameplay remained stellar from start to finish. Now I'm going to playthrough it a second time with Swartz Mod Compilation and have a blast with it, whilst ignoring the storyline completely.

Total Game, altogether for me is about a 8.8/10. Sure there are stupid things (mostly the storyline and whenever Ubi decides to hold your hand/prevent you from doing the smart thing in any given situation) but the good things in it definitely outweigh the bad by allot.
   
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Default 01-23-2013, 01:30 | posts: 3,525 | Location: Ohio

Quote:
Originally Posted by Elder III View Post
I finished the storyline today - the in-game journal tells me it was about 43-43.5 hours spent on it. That's not half bad considering that I felt I had rushed the last half a bit (due to some RL events). The story steadily declined and had me rather antagonistic towards pretty much everyone that ever opened their mouth by the time the game was over, but thankfully the actual gameplay remained stellar from start to finish. Now I'm going to playthrough it a second time with Swartz Mod Compilation and have a blast with it, whilst ignoring the storyline completely.

Total Game, altogether for me is about a 8.8/10. Sure there are stupid things (mostly the storyline and whenever Ubi decides to hold your hand/prevent you from doing the smart thing in any given situation) but the good things in it definitely outweigh the bad by allot.
Agree with everything you say, best farCry game by far , imo. and what exactly is the Swartz Mod Compilation ?
   
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Default 01-23-2013, 04:07 | posts: 2,311 | Location: Ohio

http://farcry.nexusmods.com/mods/15

Swartz Mod Compilation
   
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Default 01-23-2013, 08:38 | posts: 782 | Location: Australia

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Man you really had high expectations for this game (how would you even take precise control over such complex animations? I can see knife throwing being its own separate thing but if you see the whole takedown it's just too fluid in animation to expect full control over each elements [because if you can, it would look a whole lot stiffer as player input can "mess up" the flow])... it's Ubisoft game. I was actually positively surprised when those special takedowns were not just one time quicktime events but something that you can pull off against regular foes on regular basis.
A targeted damage system like Dead Island. Anyone remember the Soldier of Fortune games? Ubi went arcade style on this game. I still find it fun to stealth kill but it barely requires any skill from the user (aside from a little sneaking).
   
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Default 01-23-2013, 08:41 | posts: 1,219

I played Soldier of Fortune 2, man that was heap of fun. But I don't see how that or Dead Island's damage system relates to my post, which was talking about animation fluidity of player controlled actions stringed together.
   
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Default 01-23-2013, 15:04 | posts: 318 | Location: Silver Spring, MD USA

Quote:
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Man you really had high expectations for this game (how would you even take precise control over such complex animations? I can see knife throwing being its own separate thing but if you see the whole takedown it's just too fluid in animation to expect full control over each elements [because if you can, it would look a whole lot stiffer as player input can "mess up" the flow])... it's Ubisoft game. I was actually positively surprised when those special takedowns were not just one time quicktime events but something that you can pull off against regular foes on regular basis.
Yes...I surely did. That's why I posted because I really thought the devs were seriously upping the ante for player controls and wondered how it would be accomplished. FC3 is the first game I've played with so much automation built in to reduce demands on the player controlling the action. I've played other games that have been dumbed down but I knew that going in. As I've said many times in other posts, after playing FC2 I honestly expected FC3 to be along the same lines but even better in terms of user controls and immersion.

I don't mean to repeat myself but FC2 has a genuine feel to it when controlling your character that FC3 doesn't. It pulls you into the game and makes you forget everything else. Sure, in FC3 you can go wherever you want when doing recon on an outpost, choose your attack, which weapon to use, aim it, fire it, etc. But the feel of the game, especially with all the screen prompts and cutscenes built in just serves as a constant reminder that you are playing a game...right at the time when that's the last thing you want to feel.
   
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Default 01-23-2013, 15:26 | posts: 318 | Location: Silver Spring, MD USA

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Agree with everything you say, best farCry game by far , imo. and what exactly is the Swartz Mod Compilation ?
I played FC3 once. About half way through I got sick of dealing with all the collecting of junk that does nothing for you...nothing. At that point, all the weapons I actually needed were free, I had money coming out the kazoo with no place to store it, I had to ignore all the loot boxes, half the game map was devoid of enemies, each of the storyline missions were essentially a pre-determined movie where the demand on the player is not to use strategic thinking and skillful game control but simply to press buttons correctly when prompted.

Yes, the islands were beautifully rendered scenic vistas and the map is huge. If the FC3 map was used in FC2, one could get lost in time playing it.

I thought about this and wondered why the game was not set up in a similar manner. Instead of one group of pirates, they could have had two or three factions who were battling each other. They could periodically attack each other's outposts or you as the player could take one out, freeing it up, and if not visited regularly enough it would eventually be commandeered by one of the factions. Or you could lure members of one faction close enough to an enemy outpost that a battle would ensue and you could take advantage of the diversion to accomplish some task inside the outpost.

Instead of having all the weapons become free, you would have to earn enough money to buy them. And if you lost a weapon you would have to purchase another (ammo could be resupplied from caches just like FC2). The controls would be there but not automated. The player would actually have to DO THE WORK! There are lots of other things I could list but you get my point.

I guess people are getting too impatient with gaming or simply don't enjoy having any demands put on them to play a game. FC2 was moving away from arcade style play...FC3 jumped right in to the deep end of the arcade pool. I still don't get the "best Far Cry ever" comments except maybe for the pretty graphics.
   
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Default 01-23-2013, 16:39 | posts: 3,525 | Location: Ohio

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I played FC3 once. About half way through I got sick of dealing with all the collecting of junk that does nothing for you...nothing. At that point, all the weapons I actually needed were free, I had money coming out the kazoo with no place to store it, I had to ignore all the loot boxes, half the game map was devoid of enemies, each of the storyline missions were essentially a pre-determined movie where the demand on the player is not to use strategic thinking and skillful game control but simply to press buttons correctly when prompted.

Yes, the islands were beautifully rendered scenic vistas and the map is huge. If the FC3 map was used in FC2, one could get lost in time playing it.

I thought about this and wondered why the game was not set up in a similar manner. Instead of one group of pirates, they could have had two or three factions who were battling each other. They could periodically attack each other's outposts or you as the player could take one out, freeing it up, and if not visited regularly enough it would eventually be commandeered by one of the factions. Or you could lure members of one faction close enough to an enemy outpost that a battle would ensue and you could take advantage of the diversion to accomplish some task inside the outpost.

Instead of having all the weapons become free, you would have to earn enough money to buy them. And if you lost a weapon you would have to purchase another (ammo could be resupplied from caches just like FC2). The controls would be there but not automated. The player would actually have to DO THE WORK! There are lots of other things I could list but you get my point.

I guess people are getting too impatient with gaming or simply don't enjoy having any demands put on them to play a game. FC2 was moving away from arcade style play...FC3 jumped right in to the deep end of the arcade pool. I still don't get the "best Far Cry ever" comments except maybe for the pretty graphics.
Best FarCry for me because, while I liked the first...I hated the trigens.

The 2nd FarCry for me, well it sucked so bad I just could not even play it...stupid respawning, collecting diamonds...flipping malaryia.

FarCry 3 for me is the best....if you like FarCry 2 the best...then that is your opinion....but I could not even play the game, no matter how many times I tried.
   
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